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MASTERING 

PACNAN 



BY 

KEN USTON 



Revised Edition 



A SIGNET BOOK 
IMEW AMERICAN UBRARY 



To Roe Foy— 
thanks for your patience and 
your help in whiting out P AC -MAN ^ dots 
and, of course, 
to Erroll Garner 



NAL BOOKS ARE AVAILABLE AT QUANTITY DiSCOUNTS 
WHEN USED TO PROMOTE PRODUCTS OR SERVICES. FOR 
INFORMATION PLEASE WRITE TO PREMIUM MARKETING DIVISION, 
THE NEW AMERICAN LIBRARY, INC.. 1633 BROADWAY, 
NEW YORK, NEW YORK 10019. 

Copyright © 1981, 1982, by Ken Uaton 

All rights reserved 

SPACE INVADERS® is a trademark of the Taito America Corp 
ASTEROIDS® is a trademark of Atari, Inc. 
MAZEMAN® is a trademark of UCI Co. 
New PUC-ONE® is a trademark of Universal Co. 
MS. PAC-MAN® is a trademark of the Midway 
Manufacturing Company. 

® 

SIGNET TRADEMARK REG, U.S. PAT. OFF. AND FOREIGN COUNTRIES 
REGISTERED TRADEMARK— MARCA BEGlSTRAi)A 
HECHO EN CHICAGO, U.S.A. 

SIGNET, SIGNET CLASSICS, MENTOR, PLUME, MERIDIAN, and 
NAL BOOKS are published by The New American Library, Inc., 
1633 Broadway, New York, New York 10019 

First Printing, January, 1982 
9 10 11 12 13 14 15 16 17 
PRINTED IN THE UNITED STATES OF AMERICA 



PAC-MAN® is a trademark of the Mid- 
way Manufacturing Company. This book 
has been neither authorized nor endorsed 
by the Midway Manufacturing Company. 



■I 

Acknowledgments 

I would like to thank Sam from Price Waterhouae, who 
introduced me to an original and highly effective PAC- 
MAN pattern in Atlantic City. Thanks also to Dominic 
Infante and George Harrington of the Atlantic City 
Playboy Casino, with whom I've spent countless hours 
experimenting with the game. 

Finally, my thanks to young Tommy, the helpful, 
friendly, skillful, and unselfish San Francisco school- 
boy — "How'd you get so smart so young?" 



CONTENTS 



1: Introduction 9 

2; How PAC-MAN® Works 13 

3: Board Layout and Characteristics of 18 
Successive Boards 

4: Steps in Learning PAC-MAN® 26 

5: Notes on Pattern Play and Pattern Pi 31 

6: Pattern P2 41 

7: Pattern P3 50 

8: Pattern PK 57 

9: Pattern P4 C^The Square") 65 

10: Pattern P4-Tunnel 73 

11: Pattern P5 ("The 9-Key Pattern") 80 

12: New PUC-ONE ® MAZEMAN ® and 89 
MS. PAC-MAN® 

New PUC-ONE 89 

MAZEMAN 96 

MS. PAC-MAN 99 

13: Portable PAC-MAN® 107 

Tomytronics 107 

Entex 107 

Coleco 107 

14: Improvising at PAC-MAN® and 120 
General Tips 

15: Developing Patterns for Changing Chips 126 

16: PAC-MAN® (Atari®) 137 



Figures 



1: PAC-MAN® Board Layout 19 

2; Symbols of Each Board and 22 
Maximum and Reasonable Scores 

3: Slow- and Fast-Game Equivalents, Blue- 23 
Monster Time, and Applicable Patterns 

Pattern PI 36 

Pattern P2 42 

Pattern P3 51 

Pattern PK 59 

Pattern P4 ("The Square") 67 

Pattern P4-Tunnel ' 74 

Pattern P5 81 

4: New PUC-ONE® Board 91 

5: New PUC-ONE® Schematics 93: 

6: MAZEMAN® Board 98 
7: MS. PAC-MAN® 

Controls 100 

Pink Board 104 

Blue Board 105 

Orange Board 106 

8: Coleco Portable PAC-MAN® 110 
—Skill 1 Pattern 

9: Coleco Portable PAC-MAN® 114 
—Skill 2 Pattern 

10: Eat & Run® PAC-MAN® 119 
— Points Awarded After 
Energizers Are Eaten 

11: PAC-MAN® Layout— Improvising Points 122 

12: The Two-Dot Pattern for the 133 
Atlantic City Chip 

13: PAC-MAN® (Atari®) Board 139 

Game #1 Patterns (Exhibit 1) 148 

Game Variations (Exhibit 2) 154 

Game Variations (Exhibit 3) 156 



1 

INTRODUCTION 



When the player puts his first quarter in a PAC-MAN® 
machine, he usually doesn't know what to expect. A 
cute little electronic tune is played and the first PAC- 
MAN board soon appears. Four colored "monsters" 
start chasing the player, who is PAC-MAN, a little 
yellow fellow who looks like he has a smile on his face. 

The player grabs the red control knob (or 'joystick") 
in front of him, frantically moving PAC-MAN to the 
right, left, up, and down. PAC-MAN starts "eating" 
some of the many white dots on the board, while mak- 
ing a fiinny gobbling noise. The ever-present monsters 
soon catch up with and "eat" PAC-MAN, who slowly 
folds his wings and disappears as the machine uttera 
a little whine in sympathy. Then another PAC-MAN 
appears and the process repeats itself two more times 
(three more times if a certain score is reached). 

When the player is through, he has probably amassed 
a score of 600, or perhaps 1,500 if he was lucky. The 
game has lasted perhaps one minute, and the player's 
quarter is expended. 

Yet chances are the player will put another quarter, 
and another, into the machine. He will also note that 
his ability to maneuver PAC-MAN gradually improves 
and his score mounts. If he's playing with another 
player, the player with the quicker ability to under- 
stand the nature of the game, and with better manual 
dexterity, will tend to get the higher score. 

The player's scores may increase, to perhaps 5,000 
or 80. He will note the "High Score" posted at the top 



9 



of the screen and wonder how on earth any mortal could 
have scored 56,800, or 106,500, or even 249,300. 

After you finish this book (and invest a few quarters 
in a PAC-MAN machine) you, too, should be able to 
achieve these kinds of scores. It's surprisingly easy if 
a methodical approach is taken. Indeed, the character- 
istic that attracted me to PAC-MAN is that a prede- 
termined plan is far more important for a high score 
than is a high degree of physical coordination. 

I've spent many dozens of hours in front of a PAC- 
MAN machine and played well over 1,500 games. At 
first I played merely because I enjoyed the game. After 
a while, however, I became hooked when it became 
evident that the secret to the game was to develop pre- 
determined "patterns" of movement through the PAC- 
MAN schematic. I drew up PAC-MAN diagrams and 
spent weeks experimenting to discover new and effi- 
cient patterns. 

After about a month of play, I discovered three pat- 
terns that allowed me to score as much as 182,000. But 
it was not until several weeks later in San Francisco 
that I encountered by chance a sixteen-year-old high 
school junior, Tommy L., who had been experimenting 
with a variety of advanced PAC-MAN patterns. One 
pattern in particular, which Tommy calls the "9-Key" 
(we refer to it herein as Pattern P5), fascinated me, 
because it allowed the player to move quantum leaps 
ahead of our earlier knowledge. This very pattern had 
brought Tommy to his high game of 932,000. Tommy 
later introduced me to a friend of his, Raymond, who 
had achieved a score of 1,400,000 on his first "man" 
before voluntarily quitting in midgame. Raymond, too, 
spent considerable time with me, introducing me to yet 
more intricacies of PAC-MAN. 

I worked with Tommy and Raymond and spent many , 
hours refining my own skills. I diagrammed and tested J 
all the patterns and gleaned those that, with a mini- ^- 
mum of effort, would permit the novice to develop into \ 

i 



what we call a "PAC-Master," a player who can con- 
sistently score 150,000 or higher. I tested all the pat- 
terns on many machines to ensure they were univer- 
sally applicable (there are currently two different 
machine velocities, preset by the technicians on the 
Standard PAC-MAN model, which I will refer to as the 
"Slow Game" and the "Fast Game"). 

I recorded my reactions in learning the patterns, 
little clues I developed to help in learning the patterns 
and in overcoming the frustrations of making errors, 
so that I could pass this knowledge along to others. 

The results of this research are included in this book. 
I have attempted to put together an easy-to-understand 
guide to learning PAC-MAN, starting with the simple 
beginning patterns and progressing to advanced ones — 
all diagrammed in detail on PAC-MAN schematics. 

Chapters 2 through 11 all refer to the PAC-MAN 
model and are equally applicable to either the Slow or 
the Fast Game. A PAC-MAN type game called New 
PUC-ONE, has recently been introduced. This model 
is currently quite rare and is unlikely, I believe, to be 
encountered by most PAC-MAN players. Since the New 
PUC-ONE model has a different board and requires 
different movements, however, I have included a chap- 
ter, Chapter 12, on this model and also on another PAC- 
MAN type game called MAZEMAN®. 

Chapter 13 describes various portable PAC-MAN 
models and contains strategies for playing the partic- 
ularly well-designed and fiin-to-play Coleco model. 
Chapter 14 on improvising and general tips refers to 
all models. Because of the recent introduction of a new 
"computer chip" in some New Jersey machines, I have 
included in Chapter 15 patterns for handling this chip 
and a section on how the player may develop new pat- 
terns should other chips be introduced. 

The dedicated reader should be able to achieve a 
score of about 7,000 after only a few games. After study- 
ing Chapter 8 and putting in perhaps ten hours of play, 



11 



the reader should be able to rack up scores of over 
100,000, putting him in a (currently) select group of 
PAC-MAN experts. After studying Chapters 9, 10, and 
11, scores of 200,000 and higher will be possible with 
more practice. Since this book covers every conceivable 
situation that will be encountered in PAC-MAN, the 
sky is literally the limit for the player! 



12 



2 



HOW PAC-MAN® 
WORKS 



PAC-MAN comes in two models — a console and a table 
model. The machines work identically. The machine 
has a screen which alternates with two views: one of 
the four monsters and their names and nicknames; an- 
other with a sample pattern. The control knob or joy- 
stick (two knobs on the table model) is located in front 
of the screen. There is also, of course, a slot where the 
player may insert his quarter to begin the game. The 
player then pushes a button to start; he has a choice 
of two buttons, one for a single-player game, the other 
for a two-player game in which the players rotate turns. 

The player is represented by PAC-MAN, a friendly 
looking yellow circle with a small wedge missing, 
which roughly resembles a fish jaw. The player maneu- 
vers PAC-MAN using the joystick, which can 
move PAC-MAN in four directions: right, 
left, up, or down. PAC-MAN's jaw faces in 
the direction he is moving. 

The four monsters, each in a different color and each 
with different movement characteristics, move around 
the board. Each monster wears a little robe and has 
two large eyes, which look in the direction the monster 
is moving. The eyes actually tip off the player about 
the direction in which the monster will turn, but this 
interval is so short that it can rarely be exploited. The 
movement of the monsters is dependent upon (1) the 
pre-programming of the machine and (2) the movement 
and location of PAC-MAN. The player may thus move 




13 



PAC-MAN in ways which cause monster movements 
that can benefit him, as we will explain later. 



THE MONSTERS 




Color 



Name 



Nickname 



Red 



Shadow 



Blinky 



Pink 



Speedy 



Pinky 



Blue 



Bashful 



Inky 



Orange 



Pokey 



Clyde 



When any of the monsters "eats" PAC-MAN, PAC- 
MAN wilts with drooping wings, and an accompanying 
sympathetic audible whine, and disappears from the 
board. The player has lost. He is usually given three 
PAC-MEN (henceforth referred to as "men") before the 
game is finished; in some g£imes only two men are al- 
lowed. If the player reaches a score of 10,000 (15,000 
and other scores on some machines), he is awarded an 
additional man. The player never gets more than four 
men, no matter how high his score. 

The player scores points in several ways: 

1. The board is covered with 240 little white dots. 
Each time PAC-MAN encounters ("eats'*) a dot, the 
player gets 10 points, and the dot disappears off the 
board. Thus one objective is to eat as many little dots 
aa possible. 

2. The board also has four larger blinking whi£e 
dots, one in each comer of the board. These dots are 
called "energizers." The player is awarded 50 points 
each time he eats an energizer. The energizers help the 
player, because when PAC-MAN eats any of the en- 
ergizers, the monsters all turn dark blue in color (in 
the earlier phases of the game) and are then subject to 
being eaten by PAC-MAN. When in their blue state, 



i 



the monsters cannot eat PAC-MAN, and the player is 
safe. 

The player gets more points for each consecutive 
monster he eats after a single energizer is hit. The first 
blue monster eaten adds 200 points to his score; the 
second blue monster adds 400 points; the third blue 
monster, 800 points; and the final, fourth blue monster, 
1,600 points. Thus if all four blue monsters are eaten 
after one energizer has been hit, the player will add 
3,000 points to his score (200 + 400 + 800 + 1,600). 
Alas, it is not often that the player will be able to eat 
all four blue monsters after hitting an energizer. One 
key reason for this is that the blue monsters take eva- 
sive action, deviously turning comers as they run away 
from PAC-MAN; some of these moves are predictable, 
however. After a while, the monsters return to their 
original colors and become aggressive once again. 

Unfortunately for the player, the blue monsters, 
once eaten, do not disappear forever. The "body" of the 
monster disappears, but its "soul," in the form of the 
pair of monster eyes, returns to the center box for "rein- 
carnation" after a short waiting period. The recreated 
monster leaves the center box and resumes his trip 
around the board. 

When PAC-MAN has eaten all the dots on the board 
and has hit all four energizers, another board appears, 
complete with new dots and energizers. The process 
then begins anew. As we will see, the boards have some- 
what different characteristics. 

After two boards, the player is given a small inter- 
mission. A little tune is played as a monster chases 
PAC-MAN across the screen from right to left. Then 
a giant PAC-MAN chases the monster across the screen 
in the opposite direction. After a few more boards, an- 
other intermission scene is shown. The monster, as he 
chases PAC-MAN across the board, rips his robe, and 
appears to be embarrassed as he leaves a bit of leg 
showing. In a subsequent intermission scene (the final 



15 



one, which is repeated) the monster actually gets his 
robe taken off and flees PAC-MAN, naked, carrying 
his robe behind him. Yes, those programmers do have 
a sense of humor, 

3. Each progressive board, rather than having a 
number or a name, is identified by a symbol, in most 
cases a type of fruit. PAC-MAN players refer to the 
symbol as the "fruit," even though at times it is some- 
thing else. From now on, we, too, will refer to the sym- 
bol in this way. The ft^it is shown in the lower right- 
hand comer of the board. Board 1, for example, is 
designated by two little red cherries. As each board 
appears, its fruit is shown in the lower righthand cor- 
ner, to the left of the previous fruit(s). 

During each board, the fruit periodically appears in 
the center of the screen. The fruit stays lit for a period 
of time. If the player eats the fruit when it is shown in 
the center of the board, he is awarded points. The fruit 
appears twice during the course of each board, and thus 
may be eaten twice during each board. 

The value of the eaten fruit increases as the player 
gets more and more boards. During the first board, the 
fruit (the two cherries) is worth 100 points to the player 
when eaten. In later boards, the fruit, when eaten, 
awards values of 300, 500, 700, 1,000, 2,000, 3,000— 
and finally a top value of 5,000 points (when the fruit 
is represented by a blue "key"). 

The reader can now understand how scores of 
hundreds of thousands of points are possible. For each 
board with a "key" fruit, the player has a potential of 
getting 10,000 points (5,000 twice) for eating the key, 
2,600 points for eating the dots and energizers, and 
theoretically (although not practically) 12,000 points 
for eating ail four blue monsters four times — after each 
of the four energizers has been hit (3,000 points x 4). 

Since the value of the fruit increases so dramatically, 
from 100 to 5,000 points, it is evident that the key to 
PAC-MAN is to amass many boards. I have often won- 



16 



dered if the designers of the game made the final sym- 
bol a key for this reason. 

Summary 

To summarize, offensively the player amasses points 

(1) by eating as many of the small dots as possible 

(2) by eating as many of the blue monsters as pos- 
sible 

(3) by eating as many fruits as possible. 

He tries to eat all dots and energizers in order to ad- 
vance to as many new boards as possible. 

Defensively, the player must avoid being eaten by 
the four monsters. He does this by taking evasive action 
to avoid the monsters or by hitting an energizer to 
render the monsters helpless, making them subject to 
being eaten by PAC-MAN. 



17 



3 



BOARD LAYOUT AND 
CHARACTERISTICS OF 
SUCCESSIVE BOARDS 



THE BOARD 



Let's take a closer look at the PAC-MAN board 
(Figure 1). 

Dots. The board has 240 dots, arranged sequentially 
in mazelike paths. The paths are created by the stra- 
tegic location of twenty-seven dividers. 

Energizers. There are four energizers, each located 
in a comer of the board. We will label the energizers, 
and the quadrant in which each is located, as follows: 



Quadrant 


Energizer 


Number 


Number 


Quadrant 1 


El 


Quadrant 2 


E2 


Quadrant 3 


E3 


Quadrant 4 


E4 



Board Location 



Upper lefthand portion 
Upper righthand por- 
tion 

Lower lefthand portion , 
Lower righthand por-;h 
tion I 



Center of the Board. Note in Figure 1 that there is 
center box surrounded by four channels without dol 
(the "center channels"). The center box is where thif 



18 



"eyes" of the eaten blue monsters return, wait briefly, 
and return once again to the board as aggressors, 
through the exit at the top of the center box. The center 
channels are quite helpful in maneuvering PAC-MAN, 
either to avoid being eaten by the monsters, or to ma- 
neuver the monsters into positions that are desirable. 

Figure 1 

PAC-MAN® BOARD LAYOUT 



QUADRANT 1 



QUADRANT 2 



El 



LEFT TUNNEL 



E3 




(S) CHANNELS 



D 



CENTER 
BOX 




n 



LOCATION WHERE 
FRUIT APPEA RS I I 



•STARTING POIN 



£2 



RIGHT TUNNEL 




E4 



QUADRANT 3 QUADRANT 4 ^ 

Symbol designating Board 

19 



Tunnels. It is possible for PAC-MAN or the monsters 
to enter each of two tunnels (designated as the "left 
tunnel" and the "right tunnel") and return to the board 
on the opposite side through the other tunnel. For ex- 
ample, the player may leave the board through the left 
tunnel (by pushing the control knob to the left) and 
return to the board from the right side, through the 
right tunnel. The monsters also go through the tunnels. 
Both PAC-MAN and the monsters disappear briefly 
from sight as they move from the end of one tunnel to 
the beginning of the other. PAC-MAN moves through 
the tunnels more quickly than the monsters, so if the 
player is being pursued closely, he may often escape by 
entering a tunnel (some players call this "interboard," 
but we will stick with the term tunnel). 

If PAC-MAN is briefly reversed (one or more times) 
when being followed into a tunnel by one or more mon- 
sters — that is, turned to move in the direction of the 
pursuing monster(s) — the monsters will usually slow 
down, giving the player more time when emerging from 
the other side of the tunnel. 

The player may reverse directions once he enters a 
tunnel. For example, the player may enter the left tun- 
nel, reverse direction at any time, and re-emerge, en- 
tering the board from the left tunnel. PAC-MAN may 
eat blue monsters and the monsters may eat PAC-MAN 
at any time in either tunnel or during the brief period 
when the men are not visible. 

"S" Channels. These are the two S-shaped channels 
above the center board. 

Successive Boards 

When all dots and energizers are eaten, a new boar^ 
appears. As new boards appear, their characteristi 
change in three ways: 

1. The value of the fruit when eaten 



20 



2. The speed of PAC-MAN and the monsters 

3. The characteristics of the monsters after ener- 
gizers are eaten. 

J. The Value of the Fruit When Eaten 

The value of the eaten fruit increases for successive 
boards, as shown in Figure 2. 

2. The Speed of PAC-MAN and the 
Monsters 

The second characteristic that changes in successive 
boards is the speed of the men. In earlier boards, both 
PAC-MAN and the monsters move slowly. As the 
boards progress, both increase in velocity. In later 
boards, the PAC-MAN moves slowly while the mon- 
sters move rapidly. The idea, of course, is to make the 
game progressively more difficult for the player. 

The differing velocities constitute one reason why 
the player must learn more than a single pattern of 
play. Fortunately, a different pattern is not required 
for each board. In fact, the player who can memorize 
only four or five patterns (and execute them perfectly) 
will be able to become a PAC-Master. 

Slow Games and Fast Games. The characteristics of 
the first board can be pre-set by PAC-MAN machine 
technicians. When first introduced, most PAC-MAN 
games began at a slow velocity. We will call this the 
"Slow Game." As more players became proficient and 
occupied the machine for longer and longer periods of 
time for their 25 cents, technicians pre-set some games 
with a faster initial velocity, making the game more 
difficult for the player. We will call this the "Fast 
Game." 

To date, I have encountered only two settings — and 
I've played PAC-MAN across the country, in New York, 



21 



Figure 2 

Symbols of Each Board 
and Maximum and Reasonable Scores 



Board 
Number 



Symbol 
(Fruit) 





Points to 


Maximum 




Symbol 


Player When 


Possible 


Reasonable 


Name 


Fruit Is Eaten 


Score* 


Score** 


Cherriea 


100 


14,800 


8,000 


Strawberry 


300 


30,000 


15,000 


1st Orange 


500 


45,600 


20.000 


(also Peach) 








2d Orange 


500 


61,200 


24.500 


let Apple 


700 


77,200 


30,000 


2d Apple 


700 


93,200 


35,000 


Ist Pineapple 


1,000 


109.800 


43,000 


(also Grape) 








2d Pineapple 


1,000 


126,400 


47,500 


1st Bird 


2,000 


145,000 


54,000 


(also Phoenix 








& Galaxian) 








2d Bird 


2,000 


163,600 


60,500 


lat Bell 


3.000 


184,200 


70,000 


(also Beehive) 








2d Bell 


3,000 


204,800 


78,500 


1st Key 


5,000 


229,400 


91,000 


2d Key 


5,000 


254,000 


103,400 


3d Key 


5,000 


278,600 


115,800 


Keys 


5,000 




150,000 to 
1,000,000 + 



10 

11 

12 
13 
14 
15 
16 and 



c6 



^ 



a 



beyond 



*Unattainable since the player will never eat all four blue monatere four 

times each board. 
""Based on reasonably proficient play of the Fast Game. 



New Jersey, California, Oregon, and points in between. 
If, in the future, the game is pre-set at other velocities, 
the player will be able to use the information in thi* 
book to discover which patterns should be used for each;,, 
board. |' 
Some games allow only two men initially, with on#: 
bonus man. This factor will be of little consequence t^- 
the advanced PAC-MAN player. 1, 



22 



Figure 3 

Slow-and Fast-Game Equivalents, Blue-Monster 
Time, and Applicable Patterns 





Equiva- 












Slow-Gantc 


lent to 






Applicable 


Board 




Board 


fRljiff Timo") 

1 U(UC J Llltc J 




Pattern 


1. Cherries 




X* 


Wery Long 




PI 




2. Strawberry 




1. Cherries 


Very Long 




P2 




3. l8l Orange 




X* 


Very Long 




P3 




4. 2d Orange 




2. Strawberry 


Long 




P3 




5. let Apple 




3. lat Orange 


Medium 


P4 PK 


6, 2cl Apple 




X* 


Very Long 








7. let Pineapple 




4. 2d Orange 


Medium 








8. 2d Pineapple 




5. Ist Apple 


Short 








9. 1st Bird 




6. 2d Apple 


Short 








10. 2d Bird 




7. let Pineapple 


Very Long 








11. let Bell 




8. 2d Pineapple 


Medium 








12. 2d Bell 




9. let Bird 


Short 








13. Ist Key 




10. 2d Bird 


Short 








14. 2d Key 




11. 1st Bell 


Medium 








15. 3d Key 




12. 2d Bell 


Short 




«* 


16. 4th Key 




13. l8t Key 


Short 


P4 PK 




17. 5th Key 




14. 2d Key 


NO Blue 


P4-Tumiel 


18. 6th Key 




15. 3d Key 


Short 


P4 




19. 7th Key 




X* 


NO Blue 


P4-Tunnel 


20. 8th Key 




X* 


NO Blue 


P4-Tunnel 


21. and beyond. 




16. and beyond. 


NO Blue 


P5 




Keys 




Keya 











* No equivalent on the Fast Game 
'♦Without perfect timing, PK may break down. 



There is a direct correlation between the velocities 
and movements of the men in the Slow Game and the 
Fast Game. Thus the player may use identical patterns 
whether playing the Slow or the Fast Game (the one 
exception to this is the unique pattern required for the 
first board of the Slow Game). 

The relationship between the movements of the men 
in the Slow and the Fast Game is shown in Figure 3, 



23 



as are the appropriate PAC-MAN patterns to be used. 
The blue-monster durations for each board are also in- 
cluded. Note that the longer the "blue time," the more 
aggressive the player should be in eating blue mon- 
sters: 



Blue-Monster Duration 
("Blue Time") 



Very Long 
Long 
Medium 
Short 



over 7 seconds 
5-6 seconds 
3-4 seconds 
under 3 seconds 



Strategy in Eating 
Monsters 

Aggressive 
Fairly aggressive 
Conservative 
Do NOT chase 



How to Tell the Slow Game from the Fast Game. It 
is possible to distinguish the Slow Game from the Fast 
Game by the sample pattern on the board before any 
quarters are inserted into the machine. 

Slow Game. In the sample pattern, PAC-MAN will 
eat three energizers in sequence, E4, El, and E3, and 
end up being eaten by the light-blue monster just above 
E3. 

Fast Game. PAC-MAN will eat E4, E2, and finally 
El, and then be eaten by the orange monster just below 
E3. 

(Note: in the recently introduced "Atlantic City 
Chip" described in Chapter 15, PAC-MAN eats no en- 
ergizer in the sample pattern and is eaten by the light- 
blue monster near E4.) 



3. Characteristics of the Monsters After the 
Energizers Are Eaten | 

In the early stages of the game (during the earlier 
boards), the monsters turn blue in color for longer du-' 
rations when the energizers are eaten. As the game 
progresses, the blue time tends to decrease, although 



24 



there are interesting lapses in this tendency. In later 
boards, the monsters do not turn blue at all, making 
completion of the board far more difficult for the av- 
erage player. 

When the monsters are about to change back from 
blue to their original color, and thus once again become 
aggressors, the player is usually given a warning— the 
monsters "T>link," alternating between blue and white 
in color. The number of warning blinks also varies with 
different boards. 

The advanced player should become aware of the 
blue times and the blinking characteristics of various 
boards. He should memorize the best strategy for each 
board of the game he is playing. For example, the strat- 
egy to be memorized for playing the Fast Game is— 

"Be aggressive during the first board and the 1st 
pineapple. Be fairly aggressive during the second 
board. Be conservative during the two orange boards, 
the 2d pineapple, and the 1st bell. Do not chase blue 
monsters during any of the other boards." 



25 



4 



STEPS IN LEARNING 
PAC-MAN® 



As in most other activities involving skill, it is neces- 
sary in PAC-MAN to acquire ability in stages. I have 
designed this book to be "modular," that is, it is divided 
into sections requiring continuously increasing levels 
of skill. Thus the reader should be able gradually to 
build his PAC-MAN skill. The remaining chapters may 
be categorized into instructional sections, as follows: 

Beginning PAC-MAN 

Patterns PI (Chapter 5) and/or P2 (Chapter 6). 

The reader will learn to complete the first two boards 
of the Slow Game (attaining scores of 12,000 to 17,000) 
or the first board of the Fast Game (scores of 6,000 to 
10,000). 

Intermediate PAC-MAN 

Pattern P3 (Chapter 7). 

The reader will learn to complete the first four 
boards of the Slow Game (scores of 20,000 to 30,000) 
or the first two boards of the Fast Game (scores of 
12,000 to 17,000). 



26 



Advanced PAC-MAN No. 1 



Pattern PK (Chapter 8). 

The reader will learn to complete the first fourteen 
boards of the Slow Game (scores of 90,000 to 110,000) 
or the first eleven boards of the Fast Game (scores of 
60,000 to 80,000). 

Pattern PK is readily learned. It allows a tiny num- 
ber of timing errors and requires no timing-delay skills 
on the part of the player. Thus it may be mastered 
solely through rote memorization. 

Indeed, if PK is played perfectly, it will take the 
player beyond the fourteenth and eleventh boards of 
the Slow and the Fast Game, respectively. However, 
with only fraction-of-a-second lapses in timing, the pat- 
tern may break down in the advanced boards. 

I advise players interested in becoming PAC- 
Masters to disregard Chapter 8 and learn patterns P4, 
P4-Tunnel, and P5 in the following three chapters. I 
have included this chapter on Pattern PK because PK 
is so readily executed and because I believe that P4 is 
somewhat more difficult to execute. PK happens to be 
my favorite pattern— it neatly clears up all dot-paths 
before eating any energizers and many players seem 
to be able to execute this pattern without error far more 
frequently than any other advanced pattern. 

Players willing to settle on becoming advanced PAC- 
MAN players (scores sometimes of up to 180,000 on the 
Slow Game and up to 127,000 on the Fast Game) can 
learn Pattern PK and join the ranks of the very best 
PAC-MAN players. 

Advanced PAC-MAN No. 2. 

Pattern P4 (Chapter 9). 

Pattern P4 is more difficult to execute than PK when 



27 



the energizers are cleared up at the end of the pattern. 
However, mastery of P4 is necessary if the player wants 
to go on to become a PAC-Master. Executed correctly, 
P4 will take the player through the eighteenth board 
of the Slow Game (the 6th Key), except that it will not 
handle the seventeenth board (the 5th Key). P4 will 
take the player through the fifteenth board of the Fast 
Game (the 3d Key), but will not handle the fourteenth 
board (the 2d Key). 

PAC-Master Play 

Patterns P4-Tunnel (Chapter 10) and P5 (Chapter 
11). 

Mastery of Pattern P4-Tunnel will enable the player 
to complete the first twenty boards of the Slow Game 
(through the 8th Key) and the first fifteen boards of 
the Fast Game (through the 3d Key). Those of average 
agility should be able to master P4-Tunnel after per- 
haps five to six hours of practice. The reader should 
persist; remember that there's only one more pattern 
to master on the road to becoming a PAC-Master!! 

After mastery of Pattern P5, the player will be able 
to complete all the advanced boards. P5 is somewhat 
difficult to learn because it requires timing-delay skills. 
Theoretically the player will be able to play a PAC- 
MAN game indefinitely. The reader will be in the ranks 
of the top players nationally (as of this writing) and be 
able to rack up scores of hundreds of thousands of 
points. 

Improvising at PAC-MAN and 
General Tips 

Chapter 14 includes numerous tips that will help th^ 
player attain higher scores. - 
How to play without a pattern. Improvisational ski^: 

28 4 



is essential for handling situations when the player 
will mistakenly deviate from a pattern — and all play- 
ers, no matter how skilled, do. This skill will allow the 
player to complete such "blown" boards so he may re- 
vert to the use of the correct pattern on subsequent 
boards. 

How to "hustle." Improvising is a skill essential to 
'Tiustling" a PAC-MAN game— that is, attempting to 
induce others to bet on PAC-MAN games without re- 
vealing one's basic skill and knowledge of patterns. 
While it seems that most arcade betting is in the $1 to 
$5 range, games have been played for $50 and $100 in 
certain Las Vegas bars. 

The chapter also offers general tips on how to play ' 
well — and as a last resort, I've included a list of com- 
monly used alibis in case you blow a game. 

Humans versus Computers 

. In PAC-MAN, remember you are playing an elec- 
tronic opponent. Computers "think" in thousandths of 
a second, and even faster — millionths and billionths 
of a second. 

There will be times you think you've played the pat- 
tern exactly — with no delays — and yet the monsters 
move differently than expected. This is because you can 
never distinguish a millisecond delay (thousandth of 
a second) in your pattern — but the computers can and 
do. 

One way to minimize human delay in PAC-MAN is 
to turn the control knob in the desired direction before 
PAC-MAN enters the intersection at which the turn 
is to be made. Thus he will turn "immediately" in ac- 
cordance with the delay time of the PAC-MAN elec- 
tronics, and there will be no human-delay time. Ob- 
viously, if you turn the control knob prematurely, you'll 
turn too early, at the wrong intersection. 



29 



Even using this approach, you will inadvertently 
cause delays — delays which will seem instantaneous 
to you but which are interminable to the PAC-MAN 
computer. Fortunately, small delays can usually be 
handled by the patterns described in this book. In moat 
cases, you will know when you've delayed by the move- 
ment of the monsters. I have included in the patterns, 
when appropriate, some of the more common delays, 
as well as advice on how to correct for them — if indeed 
the delays are correctable. 

Summary 

All the information you need is here. All you must 
do now is read each section and master the pattemCa) 
in each before proceeding further. The earlier sections 
(patterns PI, P2, P3 and PK) can be learned readily 
and without the investment of many quarters. P4, P4- 
Tunnel, and P5 require more time to learn, and thus 
more quarters. But when you start racking up those 
astronomical scores— and setting records in arcades 
and cocktail lounges— you will feel that the effort was 
well expended. 

Now it's up to you. So read, study, practice— and go 
set some records!! 



30 



5 



NOTES ON PATTERN 
PLAY AND PATTERN PI 



Notes on Pattern Play 

On the following pages are detailed schematics of 
each of the patterns, drawn on miniature PAC-MAN 
boards. In all cases, I have been as specific as possible 
in diagramming the player's actions. 

The schematics- have several notation codes, as fol- 
lows: 

"!" means the player should eat the energizers and 
then eat blue monsters. The exact number of blue mon- 
sters to be eaten is not designated because slight frac- 
tion-of-a-second variations in the player's pattern will 
alter the exact location of each monster. When the sym- 
bol "!" is shown, the player should be able to eat two, 
three, or sometimes even four monsters. Where the 
path merely progresses through an energizer without 
a "!," the player should either avoid eating monsters 
and finish the pattern, or eat one blue monster if one 
is nearby and can be safely eaten. 

"H" means the player should hesitate or pause. In 
all cases, the narrative will instruct the player how 
long to hesitate. 

"R" means "reverse." The player should proceed to 
the point designated in the schematic and immediately 
reverse direction. Reversals are also indicated (some- 

31 



times without explanation) as curlicues in the diagram 
which look like this; 

{} ^ <^ 

A, B, C.are points in the pattern to which the 
narrative will refer. These are usually required when 
a move is dependent upon the location of one or more 
monsters at that point (which can vary with only min- 
ute variations in the player's reaction time). 

F designates the appearance of the fruit symbol on 
the center channel of the board. The fruit should appear 
at that point in the pattern and should be eaten by the 
player. 

In short: 





= Eat energizer and monsters 




= Hesitate 




= Reverse 


A,B,C... 


= Points I'll explain 


F 


= Fruit appears 



Conservative Improvisation 

When there are only energizers surrounded by a few 
dots remaining on the board, I will say "improvise con- 
servatively" in the narrative. Please, please follow this 
advice. When I say conservatively, I mean just eat the 
energizer and dots and only the blue monsters that can 
be eaten with total safety. Do not take any chances. 

As I write this, I know many of you will tend to 
ignore this advice. Please try to avoid the very strong 
temptation to "eat one more monster." In many cases, 
you will find the blue monster will revert to the original 
color just as you try to eat him and you, in turn, will 
be eaten. This Mdll be your primary reason for losing 
men once you've mastered the pattern. And it is frus- 



32 



trating, because it's totally unnecessary. Remember, 
when I say "improvise conservatively," the key is to 
clear the hoard and go on to the next board. You will 
score far, far more points from additional boards than 
you will from attempting, unsafely, to eat up one or 
two more monsters. 

Necessity for ImpTovisation in 
Patterns PI and P2 

During patterns PI and P2 particularly, slight tim- 
ing deviations can lead to variations in the movements 
of the monsters. In PI, the player should be able to 
adhere closely to Charts 1 to 3. When encountering 
Chart 4, variations may result as the player tries to 
eat more and more blue monsters after hitting each 
energizer. Going for additional blue monsters is appro- 
priate, if the player has acquired sufficient improvis- 
ational skill to take evasive action. If not, the player 
should adhere to the patterns shown, settling initially 
for few blue monsters (but hopefully more boards). 

In P2, Charts 1 through 4 should be adhered to; 
Charts 5 and beyond will apply to most games in which 
the player's timing is not delayed. Where variations 
occur, rely on conservative improvisation. The fact that 
improvisation is sometimes required in the latter parts 
of PI and P2 is not critical, because during these two 
patterns, the monsters move most slowly and are most 
easy to evade. The more difficult boards handled by 
patterns P3, PK, P4, and beyond are far more standard 
and the player will be able to adhere more closely to 
the patterns as diagrammed. 

When clearing up energizers toward the end of PI 
and P2, it may be necessary to take evasive action in 
moving from one quadrant to the next. This evasive 
action will be: 

(1) a delay at the current quadrant until threaten- 
ing monsters have left the next quadrant to be finished 



33 



(or the paths en route to the next quadrant). 

(2) a trip through the tunnel to await more favorable 
positioning of the monsters. 

PATTERN PI 

Pattern Pi is required only for the first (cherries) 
board of the Slow Game. Those of you who play only 
the Fast, New PUC-ONE® or MAZEMAN® Games can 
ignore this pattern. I suspect that eventually the Slow 
Game (and thus this pattern) will become extinct as 
more and more technicians, to increase profits on PAC- 
MAN, are instructed to convert the machines to the 
Fast Game. ■■; 

The concept behind Pattern PI is: 

1. Clear most dots in the lower portion of the board 
(quadrants 3 and 4). 

2. Make a hasty run up the lefthand vertical chan- 
nel of the board. 

3. Clear a few dots in Quadrant 2, getting the mon- 
sters to follow you. 

4. Advance to Quadrant 1, eat El and three or four 
blue monsters. 

5. Clear the remaining dots in Quadrant 1. 

6. Clear, the two "S" channels. 

7. Finish up Quadrant 2, go south and finish Quad- 
rant 4, and complete Quadrant 3. 

Since the monsters move so slowly during the first 
board of the Slow Game, you should have no trouble 
mastering this pattern in several attempts. The trick- 
iest part of PI comprises the moves in Chart 1. If you 
delay in making these moves, your northward run up 
the board in Chart 2 may be stopped by the pink mon- 
ster. Try to make the Chart 1 moves fast, turning the 
joystick before entering each intersection so PAC-MAN 
turns immediately upon entering the intersection. 
Since PAC-MAN, too, moves slowly during this board, 



34 



you should be able to master this skill after only several 
attempts. 

Point A in Chart 2. Be sure the monsters following 
you pass point "x" on Chart 2 — as they go from left to 
right. If they do, it is safe for you to turn left at Point 
A and double back to Quadrant 1. 

If your timing is too slow, monsters) may turn "up" 
(north) at intersection "x." If they do, merely turn right 
at Point A, eat E2 and blue monsters, and then proceed 
to Quadrant 1. This, however, is only an emergency 
measure. In properly learning PI, you should be able 
to follow the pattern exactly as indicated on the charts. 

After successfully finishing this pattern (and thus 
the first board), you should have a score of from 6,000 
to 7,000. 

Point B in Chart 4 . Sometimes it may not be possible 
to go through the right "S" channel en route to E2. If 
so, traverse east through the center channel and then 
go north to E2, picking up the dots in the "S" channel 
after eating E2. The route plotted on Chart 4 will be 
pwseible if the player is conservative in eating blue 
monsters in Quadrant 1. 

Point C in Chart 4. The correct route to eat E2 can 
vary with minute changes in the player's timing. The 
route depicted is most readily available. Sometimes 
deviations may be required in approaching E2, such as 
first clearing additional dots. The important point: be 
conservative — get to eat E2, eat a few safe blue mon- 
sters, and proceed to E4 and then to E3, as shown on 
Chart 5. 

Fine Point 

As the player becomes more proficient at improvisa- 
tion and more familiar with the layout of the paths of 
the board, he will be able to eat more and more blue 
monsters safely and take evasive action to avoid being 
eaten. When this is the case, the best routes after eating 



35 



energizers will often be dictated by the position in 
which the player finds PAC-MAN after eating the last 
blue monster. 




36 




37 



CHART 3 





=□1.0 


Ur 

• » • * ■ « 


[ 








■ 

1 



38 



CHART 4 




39 



CHART 5 




40 



6 

PATTERN P2 



Pattern P2 is designed for the first board of the Fast 
Game and the second (strawberry) board of the Slow 
Game. It is simple to learn because the monsters are 
moving slowly during these boards. P2 is designed to 
yield the player fairly high scores from these boards 
since, if properly executed, all four blue monsters are 
eaten after E4 is hit, giving the player 3,000 in bonus 
points. 

The P2 concept: 

1. Clear out most of the lower portion of the board 
and converge on E4 just before the monsters do. 

2. Hit E4 and eat all four blue monsters. 

3. Proceed north and eat the right "S" channel. 

4. Proceed to Quadrant 3, clear all dots, and eat E3. 

5. Proceed north to Quadrant 1, clear the quadrant, 
eating El. 

6. Clear the left "S" channel. 

7. Finish up at Quadrant 2 and eat 2 and the seven 
dots in Quadrant 4. 

Notes on P2 

Point B in Chart 3. With undelayed timing, all four 
blue monsters should be eaten when Point B is reached. 
Delayed movement will make it necessary to move to 
the left and/or right of Point B to eat all the monsters. 
That's OK — these moves won't throw off the timing of 
P2. 



41 



Point A in Chart 2. Sometimes a very slight hesita- 
tion is required to entice the monsters a little closer — 
just prior to eating E4. This will help to ensure that 
all four blue monsters may be eaten after E4 is hit. 

PATTERN P2 
CHART 1 







=:;□• 


• ■ * » • * 

li 

1 ! 


' n 1 nnl n • 


J :| :i — 1 : 



42 



CHART 2 



" 1 — i ; 




1 u 


■ * ■ ■ ■ 




• ■ ■ ■ • 




1 ' U 1 1 ■ 




m 

[ 







43 



CHARTS 




44 



CHART 4 





: czi; 

il 

1 


n n 


1 — 1 : 
1 



45 



CHART 5 




46 




47 




48 



CHARTS 




49 



PATTERN P3 



Pattern P3 is designed for the second (strawberry) 
board of the Fast Game and the third and fourth boards 
(1st and 2d oranges) of the Slow Game. P3 is the pattern 
that players tend most consistently to finish perfectly. 
There are few close calls throughout the pattern. The 
player who has mastered P3 will find it fairly easy to 
learn Pattern PK since many of the moves of P3 and 
PK are identical. This is why we call P3 the "PK Straw- 
berry" pattern. 

Notes on P3 



Point A in Chart 4. After eating El, reverse direc- 
tion. If you follow the moves on Chart 4, you should be 
able to eat all four blue monsters most of the time 
(sometimes you'll eat only three as one monster heads 
off to Quadrant 2). Note that P3 requires three reverses 
here: 

1. After eating El, reverse, going north. 

2. At the first intersection, make a slight southward 
movement to eat the second blue monster, who will 
move south (with perfect timing this reverse isn't nec- 
essary). 

3. At the end of the channel, after eating the fourth 
monster, reverse to the left to resume clearing out 
Quadrant 1 (as shown in Chart 5). 

With delayed timing, the fourth monster may escape 
being eaten by entering either the center channel or 



50 



Quadrant 1. If this happens, eat only three monsters 
(do not chase the fourth) and continue following the 
pattern. 

Point H in Chart 5. Hesitate at H until the orange 
monster, coming across the center channel (from right 
to left), passes point "x" and moves southward. 

When cleaning up the board, hitting E3, E4, and 
finally E2 (Charts 5 and 6), be conservative. Don't try 
to eat blue monsters unsafely. Remember, your goal 
now is to finish this board. 

PATTERN P3 
CHART 1 





1 I- 


•1 1 




• • • ■ ■ 




; 1 1 . 

* ■ • • ■ 








m 

— ^1 



51 



CHART 2 




52 



CHARTS 




53 




54 



CHARTS 




55 




56 



8 

PATTERN PK 



When executed correctly, Pattern PK handles boards 
3 through 11 of the Fast Game (through the 1st bell) 
and 5 through 14 on the Slow Game (through the 2d 
key) with no problem. PK can also clear boards 12, 13, 
and 15 (the 2d bell and 1st and 3d keys) of the Fast 
Game and boards 15, 16, and 18 (the 3d, 4th, and 6th 
keys) of the Slow Game. If the player delays impercep- 
tibly on the later boards, the pattern will break down. 

PK can yield scores of 180,000 on the Slow Game 
and 127,000 on the Fast Game if executed perfectly and 
with some improvisation on the latter boards (partic- 
ularly board 14— the 2d key— of the Fast Game and 
board 17— the 5th key— of the Slow Game— when the 
monsters do not turn blue). 

This is the pattern with which I first became profi- 
cient at PAC-MAN and it remains my favorite. Thus 
it's called "PK"— yes, the "K" is for Ken. - 

I recommend this pattern to: 

• players who will be satisfied with the scores men- 
tioned above and who want to spend only a few hours 
learning a pattern, and 

• players who have made a sincere attempt to learn 
P4 but are having recurring problems in clearing en- 
ergizers at the end of P4. 

For readers who are interested in becoming PAC- 
Masters, and who are willing to put in twenty hours 
or more of practice, I recommend skipping this chapter 
and studying patterns P4, P4-Tunnel, and P5. 



57 



Notes on PK 



Point H in Chart 4. Hesitate at Point H until the 
monsters are just on the other side of E3. Then hit E3 
and eat as many blue monsters as you can (usually two 
or three). During boards with short blue times, don't 
chase the blue monsters; they will often turn color and 
eat PAC-MAN. 

Point H in Chart 5. Hesitate at Point H until the red 
monster is just behind you. Then, after eating E4, you 
may reverse to eat that monster. It's best to do this 
only with boards with "very long" or "long" blue times. 

Point H in ChaH 6. Hesitate at Point H until the 
monster (usually the light-blue one) has left Quadrant 
1. This is because, after you hit E2, you will proceed 
to Quadrant 1— and if a monster is hanging around 
there, he may eat PAC-MAN. 

Notes on Boards 12, 13. and 15— the 
Fast Game — the 2d bell and the 1st 
and 3d keys (boards 15, 16, and 18 of 
the Slow Game). 

With even imperceptible delays, the player will run 
into difficulty in two places: 

• when moving southward in the far right channel 
in Chart 3, the red monster can catch up to PAC-MAN. 
To avoid this, forget about the two reverses just before 
you enter the center channel to eat the fruit (Chart 3). 
You can pick up these dots later. 

• after eating the fruit in Chart 3, the light-blue 
monster may come toward you in the center channel. 
There's no evasive action you can take. Just watch your 
delays when doing PK the next time. 



58 



Notes on Board 14 of the Fast Game 
(Board 17 of the Slow Game) 



Improvisation is required since the monsters don't 
turn blue. Hover around the center channels and use 
the tunnel in order to evade the monsters. The board 
is still completable — largely because the monsters will 
still run from you briefly after you've hit energizers, 
even though they don't turn blue. 

PATTERN PK 

CHART 1 





1 I- 


•1 1 


;□• 


: 1=3: 

■ ■ B • • 




: ' — ' '■ 

t * » ■ * 


1 




m 



59 




60 




61 



CHART 4 




62 




63 



CHARTS 




64 



9 



PATTERN P4 

("The Square") 



Pattern P4 is called "The Square" because a large 
square (actually rectangular) movement is made around 
the board in the middle of the pattern. While P4 is a 
bit more difficult to execute than PK, it handles more 
boards than does PK and is necessary as a tool before 
going on to learn P4-Tunnel and P5. 1 would advise the 
potential PAC-Master to skip over the previous chapter 
on PK, concentrate on learning P4, and then move on 
to the following chapters on P4-Tunnel and P5. 

P4 will take the player through the eighteenth board 
of the Slow Game (the 6th key), except that it will not 
handle the seventeenth board (the 5th key) in which 
the monsters do not turn blue. 

P4 will take the player through the fifteenth board 
of the Fast Game (the 3d key), but will not handle the 
fourteenth board (the 2d key) during which the mon- 
sters do not turn blue. 

The Concept Behind the Square Pattern 

The square pattern starts out similEir to PK in that 
the player goes to the righthand bottom portion of the 
board. Instead of going through the left tunnel as in 
PK, he goes through the two "S" channels, eats the 
fruit, makes a large square around the board, hits two 
comers in Quadrant 2, eats the fruit a second time, hits 
two comers in Quadrant 1, and then finishes up eating 
the energizers. 



65 



Notes on P4-c 



Point A in Chart 2. Do not be alarmed if the pink 
monster is following closely at this point— you will 
outrun him if your timing is correct. Strangely, the 
better your timing, the closer behind you the pink mon- 
ster will be. 

Point B in ChaH 4. Do not hesitate here. You may 
suspect that you will hit the pink monster, but he will 
turn into the left tunnel. Proceed immediately out of 
the center channel and go north to the first quadrant. 

Point C in Chart 5. You will sort of be playing ring- 
around-the-rosie with the red monster in moat boards 
here. That's fine—just hit El, eat a monster or two, 
and proceed south to Quadrant 3. 

Point D in Chart 5. Delay here until the monsters 
are just on the other side of E3. Then hit E3 and eat 
a blue monster or two. 

As in other patterns, when clearing energizers, wait 
before hitting a given energizer if there are monsters 
in the quadrant to which you plan to proceed. This will 
ensure that after you hit the energizer, the blue mon- 
sters do not revert to their original color and threaten 
you in the next quadrant. 

With knowledge of only P4 (and the previous pat- 
terns, excepting PK), you should be able to score well 
into six figures. You are now ready to advance to the 
PAC-Master level of play. 



66 



PATTERN P4 ('The Square") 
CHART 1 




67 



CHART 3 




69 



CHART 4 




70 



CHARTS 




71 



\ 



10 

PATTERN P4-TUNNEL 



This pattern is so-named because, while it starts ex- 
actly like Pattern P4, it ends with a variation which 
requires use of the tunnel. This pattern applies to the 
earlier boards in which the monsters do not turn blue — 
namely the fourteenth board (2d key) of the Fast Game 
and the seventeenth, nineteenth, and twentieth (5th, 
7th and 8th keys) of the Slow Game. 

Note that Charts 1 and 2 are identical to Pattern 
P4. The variation begins in Chart 3, when the comer 
in Quadrant 1 is eaten. Then the player progresses to 
eat the fruit a second time and goes into the right tim- 
nel (Chart 4). Coming out of the tunnel, the player eats 
E3 (Chart 5), and then finishes up El. E2, and finally 
E4 (Chart 6). 

A somewhat safer alternative is for the player to 
return to the left tunnel after eating E3 (in Chart 5). 
After emerging from the other side, he may proceed to 
E2 and then finish the board. This is safer because the 
monsters fall behind PAC-MAN when entering the tun- 
nel, particularly if the player gives PAC-MAN a re- 
verse flick or two. 



73 




74 



CKART2 







-1 I* 






1 1 • 






rp- 


fi 







75 



CHART 3 




Point A: For the 7th and 8th keys of the ahow game 
enter the center through a safe S channel, eat the fruit 
and enter a safe tunnel. Then entering the tunnel before 
approaching each quadrant is safest. 



76 




77 



CHARTS 




78 



CHART 6 




79 



11 



PATTERN P5 
("The 9-Key Pattern") 



Finally — the last pattern to learn! Pattern P5 will han- 
dle all boards from 16 on in the Fast Game (the 4th 
key) and from 21 on in the Slow Game (the 9th key). 
This is why this pattern has been nicknamed "The 9- 
Key Pattern." As in the P4-Tunnel boards, the mon- 
sters do not turn blue. 

When you have mastered this and the preceding pat- 
terns, you should theoretically be able to play indefi- 
nitely at a PAC-MAN machine. The only factors that 
might interrupt your game are fatigue, errors, or, as 
in Raymond's case, a desire to just quit in midgame 
and go do something else. 

Notes on P5 

Point H in Chart 1. A brief pause, perhaps one-tenth 
of a second. This pause is readily mastered because the 
player has some leeway in its length. 

Point H in Chart 3. Another slight pause. This pause 
is not difficult to master because the pattern will not 
break up with small variations in its duration. 

Point A in Chart 3. An immediate reversal back 
through the left "S" channel. 

Point R in Chart 4. Flick PAC-MAN in reverse once 
to slow the monsters down and entice them into the 
tunnel. 

Point R on Chart 5. Another quick reverse flick to 
slow the monsters down and ensure that they follow 
you into the tunnel. 

80 



PATTERN P6 
CHART 1 




81 



CHART 2 




82 



CHART 3 



: en: 

' 1 if 




ill 

III 


r ■ 





83 



CHART 4 




84 




85 




86 



V 



CHART? 



?U 1 


Zl . □ □ 


^ G 

D 

A 1 1 


= Hlr 







87 

Li ' 




88 



12 



New PUC-ONE, 
MAZEMAN,® AND 
MS. PAC-MAN® 



As of this writing, the New PUC-ONE game is avail- 
able m a limited number of outlets and accounts for 
perhaps 1 percent or less of the PAC-MAN type games 
available. Although the game is undeniably more com- 
plicated, there are several offsetting features that may 
make New PUC-ONE scores as impressive as those 
from the PAC-MAN game. 



Characteristics of New PUC-ONE 

AU of the characteristics of PAC-MAN described in 
Chapter 2, "How PAC-MAN Works," apply to New 
PUC-ONE, with two exceptions: 

1. The player is awarded 20 points for each white 
dot eaten and 80 points for each energizer eaten (versus 
10 and 50 points, respectively, for the Standard game). 

2. The value of each fruit eaten is higher than for 
the Standard game, starting with 500 points for eaten 
cherries (versus 100), 700 points for the strawberry 
(versus 300), and 1,000 for eaten oranges (versus 500). 

All of the characteristics of PAC-MAN covered in 
Chapter 3 also apply to New PUC-ONE, with several 
exceptions. There are still 240 dots (although the num- 
ber of dots seems greater because of changes in the 
configuration of the board), four energizers, and a sim- 
ilar center board and "S" channels. 



89 



The New PUC-ONE board has several subtle changes 
which in fact lead most people to believe not only that 
are there more white dots, but that the board is larger. 
In fact, the number of dots is identical and the New 
PUC-ONE board has similar dimensions to the PAC- 
MAN board. 

A rendering of the New PUC-ONE board is shown 
as Figure 4. Let's take a look at the basic differences 
between the New PUC-ONE board and the PAC-MAN 
board: 

1. Note that there are four more tunnels. An upper 
left tunnel has been created just below El. There is also 
an upper right tunnel below E2, a lower left tunnel 
below E3, and a lower right tunnel below E4. We will 
continue to refer to the center tunnels as the left and 
the right tunnels. The new tunnels provide both good 
news and bad news to the player. 

The good news is that there are four more escape 
routes for the man when he is fleeing the pursuing 
monsters. 

The bad news is that the two upper channels are not 
exactly in line with the paths leading to them. This 
means that the player must make an annoying and 
awkward one-dot turn either (1) when entering the tun- 
nels from these paths, or (2) when exiting from the 
tunnels into these paths. The need for this one-dot turn 
can lead the neophyte player to be eaten by the pur- 
suing monsters. 

2. Note at Point A on Figure 4 that the divider has 
been altered so that the upper horizontal path is no 
longer a straight line as in the Standard game (see- 
Figure 1, Chapter 3). Thus the player must now make 
an awkward one-dot traverse when moving between 
Quadrant 1 and Quadrant 2. 

3. Note at Point B on Figure 4 that the dividers have 
been altered so that the lower horizontal path is no 
longer a straight line as in the Standard game (Figure 
1, Chapter 3). The player must also make an awkward 



90 



Figure 4 
New PUC-ONE® BOARD 




Symbol designating Board >^ 

one-dot traverse when moving between Quadrant 3 and 
Quadrant 4 along this path. 

4. Note at Points CI and C2 on Figure 4 that the 
standard dividers have been split into two dividers and 
a dot has been placed one space below the level of the 
horizontal path. This awkwardly placed dot requires 
either a one-dot traverse to be eaten, or the movement 



91 



of the man along yet another path, thereby complicat- 
ing the completion of the board. 

5. Note at Points Dl and D2 on Figure 4 that dividers 
have been placed to block direct access to the left and 
right tunnels from the center channel. Thus access to 
the tunnels (if, say, escaping monsters) or access to the 
center channel (if, say, attempting to eat a fruit) is 
made more difficult. 

6. Note at Points Fl and F2 on Figure 4 that a dot 
has been placed at the entrance to both the left and the 
right tunnels. These dots, of course, must be eaten be- 
fore the board can be completed. Vertical paths (with- 
out dots) have been created above and below each of 
these dots, which is a boon to the player, giving him 
more flexibility of movement around the board. 

Strategy 

I have not done exhaustive research to develop pat- 
terns for New PUC-ONE because I don't believe this 
game will become as widely distributed as PAC-MAN. 

For any readers who become New PUC-ONE addicts, 
however, I would advise the following: 

Read Chapter 15, particularly the section on how to 
develop patterns. As mentioned, most of the charac- 
teristics that apply to the PAC-MAN game also apply 
to New PUC-ONE. 

Note in the patterns described in the previous chap- 
ters that it is best to clear as many dots as possible, 
leaving the energizers for last. This goal is particularly 
furthered when dots from one quadrant are cleared and 
a long run is made up one of the long vertical paths to 
another quadrant. This technique, utilized in nearly 
all the PAC-MAN game patterns, is equally applicable 
to the New PUC-ONE. 

Figure 5 presents replicas of the New PUC-ONE 
board for those interested in drawing patterns thereon. 



92 



Figure 5 
New PUC-ONE® Schematics 



CHART 1 






J U:r7 — 7^ 
J U:n c— , D. 


U L 


r— 1 "1 1 ■ 1 r 1 1 ■ 


1 — 1 - 

;p.;f| 



CHART 2 




MAZEMAN® 



A second PAC-MAN-type game is entitled MAZK- 
MAN. MAZEMAN is very similar to the New PUC- 
ONE; yet there are key differences also. 

Similaiities 

1. The dot-path configuration is essentially the same 
as in New PUC-ONE with minor variations as detailed 
below. 

2. Each dot eaten gives the player 10 points; each 
energizer is 50 points. 

3. When a,.monster is eaten, its eyes return to the 
center box for "reincarnation." 

Difierences 

1. MAZEMAN is in the form of a little yellow frog. 

2. The "dots" are actually little hearts. 

3. The monsters, in the same four colors as in PAC- 
MAN, are a different shape, narrow at the top and wide 
at the bottom. They seem to have jowls and look like 
"Richard Nixon monsters." They actually chew when 
eating the frog. 

4. The energizers, while located at the same places 
in the board, are in the form of beer mugs (representing, 
I guess, an oasis, in this case with beer instead of 
water — and perhaps also suggesting a beer-guzzling 
macho image for what are presumed to be primarily 
male players). 

5. The fourth eaten monster, instead of awarding the 
player 800 points, is worth a healthy 5,000 points! This 
featiu-e obviously puts a premium on taking more 
chances while eating monsters to get to the fourth mon- 
ster. 



96 



6. The board has four more tunnels than even the 
New PUC-ONE. Thus, all told, there are ten tunnels. 
The four extra tunnels are located at points A, B, C, 
and D in Figure 6— the third dot south, four spaces— 
of El and E2; and the second dot north of E3 and E4. 

7. The fruit values are higher than in PAC-MAN. 
For example, the first fruit, looking like a cross be- 
tween a spaceship and a couple of rectangular boxes, 
is worth 1,000 points. The second fruit, a watermelon! 
is worth 2,000 points; the third and fourth fruits, a pair 
of bananaa, are worth 3,000 points; the fifth and sixth, 
apples, are worth 4,000 points, etc. 

8. Last, but not least, there's a shelf on top of the 
machine for the player's drink and a little slot on the 
console to hold the player's spare quarters. 

The experienced PAC-MAN player should have no 
trouble with MAZEMAN after a few games. On my 
second game I scored 50,000 points, largely just by im- 
provising, and having a "feel" for where the monsters 
tend to go— their movements are similar to those of 
the PAC-MAN monsters. Better use can be made of the 
ten tunnels to avoid being eaten. Further, the good 
improviser should be able to maneuver well in order 
to catch and eat the fourth, 5,000-point monster. 

The machine is manufactured by "UCI 1981." 



97 



Figure 6 
MAZEMAN® BOARD 



1 

!•□ 






1 









u 

D 



D 
D 



: □ 



B 



« 

[ 

. D 



□ : 



n 



98 



MS. PAC-MAN® 



Midway has come out with an imaginative sequel to 
PAC-MAN, called MS. PAC-MAN, I would guess, to 
appeal to the many women who became addicted to the 
original game. While many of the features of MS. PAC- 
MAN are identical to the first version, there are sig- 
nificant differences which require revised playing 
strategies. 

Basic Objective 

As in PAC-MAN, to eat dots and avoid monsters. 
But the dots are laid out in several different mazes 
rather than in a single configuration. 

Scenario 

The player is now represented by a female yellow 
circle which gobbles dots just as rapaciously as PAC- 
MAN. Our heroine has a little bow in her head, flir- 
tatiously long eyelashes, and dark-red lipstick. 

Both games have brief intermissions after several 
boEuds have been completed successfully. 

As in the Atlantic City pattern for boards 3 and 4 
of the Manhattan chip use a variation of P4, entering 
the right "S" tunnel first and then descending into the 
left "S" tunnel. 

The MS. PAC-MAN Interludes 

These intermissions are real show biz — a director's 
clapboard introduces each of them; they're labeled Act 
I, Act n, and Act HI. 



99 



Act I: "They Meet." PAC-MAN and MS. PAC-MAN, 
total strangers, are separately walking down the street, 
pursued by their respective monsters. They approach 
each other, the two monsters bump heads, and the two 
PAC-persons continue on, aim in arm. 

Act 11: "The Chase." MS. PAC-MAN wildly chases 
PAC-MAN all over the screen, more frantically than 
any monster ever did (and it's not even I^ap Year). 

Act III: "Junior." First we see a large stork. Then 
there's Mr. and (I presume) Mrs. PAC-MAN with Jun- 
ior, a tiny yellow PAC-child. 

Novice, Good, and Expert Scores 

• Novices score around 1,000 to 3,000 points. 

• Good players score less than at PAC-MAN (be- 
cause patterns don't work), from 10,000 to 30,000 
points. 

• Experts can still get into 6 figures, from 100,000 
to around 150,000 points. 



Controls 



Complexity rating: Low. 

A single four-directional joystick. 



Figure 7-1 





Move 



100 



The Board 



The configuration of the board changes every two 
boards. Not only that, but the monsters move differ- 
ently in a given board. For this reason, improvisational 
ability is exceedingly important to rack up high scores 
at this game. 

The configuration of the first boards are shown in 
the Strategies section, 

Characteristics 

SCORING 



Each dot eaten: 
Each energizer eaten: 
Eating the 1st monster after 

an energizer is hit: 
Eating the 2nd monster: 
Eating the 3rd monster: 
Eating the 4th monster: 



10 points 
50 points 
200 points 

400 points 
800 points 
1.600 points 



The points awarded for eating the symbol in succes- 
sive boards varies from PAC-MAN, as follows: 

Board no. Symbol Points 

1 (£ Cherries 100 

2 Strawberry 200 

3 (j) Orange 500 

4 ^ Pretzel 700 

5 (J) Apple 1,000 

(continued) 

101 



Board rio. 



Symbol ' Points 



6 Pear 2,000 

7 ^ Banana 5,000 

8 ? Random 100 to 5,000 



In board 8 and beyond, any one of the seven symbols 
may appear. The player receives points for eating the 
symbol in accordance with the values for each symbol, 
as shown above. 

Most machines are set to award an extra man — uh, 
I mean, woman — at 10,000 points. 



How You Lose 

When MS. PAC-MAN is eaten by one of the mon- 
sters. 



Facts You Should Know 

During each board, the symbol appeara in various 
locations and travels slowly around the board. 

The board configurations change every two boards, 
as follows: 



Board 

Board no. Symbols Configuration Tunnels 

1 & 2 Cherries & 
strawberry 



Pink 4 tunnels, 

two at the 
top, two at 
the bottom 



102 







Board 




Board no. 


Symbols 


Configuration 


Tunnels 


Rr A 






4 tunnela, 








two at the 








very top 








row of the 








board 


K {I 
O & D 


- 

Apple & pear 


Orange 


2 tunnels m 








the center 


7 & 8 


Banana & ? 


Blue #2 


4 tunnels 



The board configurations require different strate- 
gies. 



Strategies 

Pink board. This board is the easiest of the config- 
urations. Predetermined patterns can still not be. 
worked out, because the monsters move in random 
ways— a key difference from PAC-MAN. During the 
pink board the player should concentrate on clearing 
out the large square around the board (Figure 7-2). In 
many of the pink boards, the player will be able to clear 
the entire square, if he starts at the very beginning of 
the board and moves in a counterclockwise direction. 
On occasion, his path will be intercepted by a monster. 
The player should take evasive action and, at the ear- 
liest opportunity, return to the "square" and complete 
clearing the dots. 

The next order of business in the pink board is to 
clear the channels at the bottom of the board. To the 
extent possible, save the energizers for the end of the 
board. The exception to this is when three or four mon- 
sters are grouped together and MS. PAC-MAN is near 



103 



Figure 7-2 
Pink Board 



] U 11=] 




] u 



"Large Square 

an energizer. Eat the energizer and as many monstera 
as you can (safely) for lots of bonus points. 

Blue board (Figure 7-3). This is the most difficult 
of the boards to complete. Four tunnels appear, but two 
are on the very top row of the board. This row is far 
from readily accessible and cannot be used very fre- 
quently as a safety valve — notice how the paths are 
quite restricted at the top of the board. The player can 
easily get caught in one of these restricted paths -and 
be eaten by a monster meeting him from the other side. 

For these reasons, the player should be defensive 

104 . 



Figure 7-3 
Blue Board 




when ascending to the top of the board. Be sure that 
you have a clear path either to one of the two top en- 
ergizers or to the tunnels. If you are pursued by mon- 
sters as you're improvising, stay in the lower portion 
of the board for your evasions. A high percentage of 
players' men are eaten in the upper portion of the blue 
board. 

Orange board (Figure 7-4). The monsters move 
quickly and turn blue for shorter periods during the 
orange board. While the configuration of this board is 
not as difficult as the previous one, there are only two 

105 



Figure 7-4 
Orange Board 




tunnels. The tunnels fortunately are centrally located 
and provide an accessible escape hatch. 

Because the movements of the monsters vary widely 
in any given board, improvisational skill is essential 
to high scores at MS. PAC-MAN. Remember that the 
monsters may be outrun by using the tunnels and by 
making a aeries of quick turns. Continually bear in 
mind also that the monsters reverse directions when 
you eat an energizer; you can sometimes make them 
move where you want them to just as they turn blue, 
for easy and frequent gobbling. 



106 



13 

PORTABLE PAC-MAN® 



Because of the spread of PAC-Mania, manufacturers 
have come out with portable and home versions of PAC- 
MAN. 

Tomytronics. This game is a highly simplified PAC- 
MAN game. The console, instead of having a joystick, 
has four buttons, one for moving PAC-MAN in each of 
four directions: right, left, up, and down. 

Entex. This version offers the conventional PAC- 
MAN game and allows the player to choose how many 
monsters he wants to evade in his game. A second 
player can also control the attacking monster. This 
game was voted by Omni Magazine (December 1981) 
as the third "best Christmas game." 

Coleco. An ingenious game has been put together by 
the engineers of Coleco, a toy manufacturer in Hart- 
ford, Connecticut. Their neatly packaged portable rep- 
lica of the arcade PAC-MAN game is available at toy 
and other retail stores. The game is light, compact 
(about 8" by 8" by 6"), and runs on four "C" batteries 
(alkaline recommended). 

The Coleco game has two joysticks (one for each of 
two players) which operate in an identical fashion to 
the arcade-game joysticks. In addition to conventional 
PAC-MAN programs, Coleco has two PAC-MAN var- 
iations: "Head-to-Head® PAC-MAN" and "Eat & Run® 
PAC-MAN," both of which are described in this chap- 
ter. The left joystick is also used to select the game 
preferred by the player. Coleco also has a skill lever, 
which pre-sets the games to one of two skill levels built 



107 



into the machine. The remainder of this chapter de- 
scribes the three Coleco PAC-MAN games and how to 
play them. 

The Coleco 
Portable PAC-MAN 

Similanties to Arcade Game 

The Coleco portable game adheres closely to the ar- 
cade version of PAC-MAN; 

1. The game allows the player three PAC-MEN. 
They move in a manner similar to the arcade PAC- 
MAN, that is, in any of four directions. 

2. Dots are arranged in mazes. There are 64 dots, 
rather than the 240 dots in the arcade game. 

3. The machine has four energizers, which are in 
the form of red dots, rather than blinking white dots. 
After the energizers are eaten, the monsters become 
subject to attack by PAC-MAN as in the arcade game. 
Rather than turning blue, the monsters lose their "bod- 
ies," but retain their eyes. When the monsters are in 
blue mode, a different sound is generated by the ma- 
chine (in most cases) so the player knows when it is 
safe to attack the monsters. 

4. After a period of time, the monsters revert to their 
original aggressive mode, as their "bodies" return to 
them. 

5. The scoring is similar to that of the arcade game. 
The player is awarded 10 points for each dot eaten and 
50 points for each energizer. However, he receives only 
100, 200, 400, and 800 points for each consecutive blue 
monster eaten after an energizer hag been hit (half of 
the arcade-game point values). 

6. After a board is cleared, the game begins ane 
and the player's task is to clear the next board. 



108 



Differences from the Arcade Game 

1. There are no fruits in the portable game. Thus 
each board offers the player the same number of po- 
tential points. 

2. The board configuration is different, not only in 
terms of number of dots, but also in general layout (see 
Figure 8). Thus the patterns presented in earlier chap- 
ters do not apply to portable PAC-MAN. 

3. There are two levels of skill, requiring different 
approaches to the game. 

How to Play Portable PAC-MAN, 
Conventional Game 

As in other electronic games, the longer a player 
experiments, the more adroit he will become. Fortu- 
nately, in portable PAC-MAN it is not necessary to put 
quarters into the machine. Once the game is purchased, 
all games are free, as long as the player has a supply 
of batteries. 

The skillful PAC-MAN arcade player will find his 
skill is applicable to portable PAC-MAN. Although the 
arcade patterns are not usable and in fact some of the 
characteristics of portable PAC-MAN vary from the 
arcade game, the arcade PAC-MAN player will find 
that his ability, particularly at improvising, will help 
him to excel in the portable game. 

After experimenting with the portable PAC-MAN 
prototype, I developed patterns that will get the player 
through the first board of both skill levels on the first 
game after the machine is turned on. 

Skill Level 1 

Figure 8 presents the three charts of the pattern to 
complete the first board of the Skill Level 1 game. The 



109 



Figure 8 

COLECO PORTABLE PAC-MAN® 
—SKILL 1 PATTERN 

CHART 1 




no 



in 



CHARTS 




112 



concept behind this pattern is: 

1. Chart 1— clear the outer rims of dots and the long 
bottom line and eat energizer E3. 

2. Chart 2— go around the center channels in a 
clockwise direction. 

3. Chart 3— Eat El, finish the top line and both "S" 
channels, eat E2, eat E4, and clear the dots around the 
bottom of the board. 

As in the arcade game, it is important to make the 
moves with the joystick in advance of reaching the in- 
tersections, so that the delays in moving PAC-MAN 
around the board are not caused by the player, but 
rather are a function of the access time of the machine. 

It is critical when executing Chart 1 that the player 
not hold the joystick in the direction in which PAC- 
MAN is moving. The player should merely tap the joy- 
stick each time he changes direction and release the 
joystick as PAC-MAN proceeds in the indicated direc- 
tion. If the player holds the joystick in the turning 
position, the pattern will break down. (The movement 
of the monsters in portable PAC-MAN is affected by 
whether the joystick is held in the turning position.) 
It's all right to hold the joystick in the turning position 
during the moves shown in Chart 2 and beyond. 

If the player hesitates at Point A in Chart 3 for one 
'Taeat," he should be able to eat one more blue monster 
before completing the pattern. The player using this 
pattern should score between 930 and 1,130 points on 
the first board. 

Skill Level 2 . 

The player should follow the pattern in charts 1 and 
2 of Figure 8 and then use charts 3a and 4a in Figure 
9. Note that the only basic difference in the pattern is 
that in Chart 3a, the player moves across the top of the 
board (avoiding the "S" channels) and then eats the 
dots in the "S" channels. In Chart 4a, the player pro- 



113 



Figure V 

COLECO PORTABLE PAC-MAN® 
—SKILL 2 PATTERN 

CHART 3A 




gresses east toward E2, eats E2, and completes the 
board, as in the Skill Level 1 pattern. Note that in Skill 
Level 2, too, if the player hesitates at Point A (Chart 
4a), he should be able to eat one more blue monster, 
yielding a higher score. 

114 



CHART 4A 




115 



Subsequent Boards 

As in the arcade game, the velocity of the monsters 
and of PAC-MAN speeds up in subsequent boards. This, 
of course, affects the type of pattern that should be 
used. I have found, however, that the patterns shown 
in Figures 8 and 9 often work for advanced boards, but 
sometimes they do not, depending upon the timing of 
the player; as in the arcade game, delays which seem 
infinitesimal to the player are nevertheless picked up 
by the machine and can alter the movements of the 
monsters. 

Portable PAC-MAN is simpler than the arcade 
game, primarily because of the fewer dots. Thus the 
player, after experimentation, should be able to develop 
his own patterns for the advanced boards. One tip is 
to start with the moves depicted in charts 1 and 2 and 
try alternative moves once the center channels are 
cleared. After an hour or two of experimentation, the 
player should be able to develop additional patterns to 
cope with the advanced boards. As in the arcade game, 
it is preferable to develop several patterns and alter- 
nate them when playing competitively, so one's oppo- 
nent will have more difficulty learning the patterns 
and using them himself. 

Head-to-Head® PAC-MAN 

Head-to-Head PAC-MAN is an exciting competitive 
game. Two players each control a PAC-MAN, each us- 
ing one of the two joysticks on the console, and ma- 
neuver their respective men through the board's maze 
simultaneously. The goal is to eat as many dots, en- 
ergizers, and blue monsters as possible in order to 
amass a greater score than one's opponent. The display 



116 



indicates which player is ahead by printing a red arrow 
on the side either of Player 1 or of Player 2. The amount 
by which the winning player is ahead is indicated at 
the top of the display. The two PAC-MEN can cross 
each other's paths and indeed there are times when the 
player may forget which PAC-MAN is his own. 

Strategy 

"Head-to-Head" lends itself to some interesting 
strategies to outfox one's opponent. 

1. The key factor in this game is keeping PAC-MAN 
alive, that is, avoiding being eaten by the monsters. 
This is because, if one player is eaten, the other player 
can continue to play and to amass points as long as his 
PAC-MAN remains uneaten— and this can continue 
through successive boards. Thus the primary goal must 
be: do not get eaten by the monsters. 

2. If either PAC-MAN hits an energizer, the mon- 
. sters revert to their blue state and are subject to being 

eaten. Since^he blue-monster points are high relative 
to the points awarded for eating dots, the player should 
be continually aware of when an energizer is hit by the 
opponent so he may move toward, and eat, blue mon- 
sters. The risk here is that if the player becomes overly 
preoccupied with the location of the opponent's PAC- 
MAN, he may find himself inadvertently eaten by a 
monster. 

3. After an energizer is hit by either player, the 
player should rush to eat as many blue monsters as 
possible. As in the conventional game, however, if the 
player becomes too greedy, the monsters may revert to 
their aggressive status and eat PAC-MAN. 

4. After an energizer is hit and the player observes 
that his opponent is about to eat a blue monster, he 
should consider delaying slightly before eating his own 
blue monster(3). In this way, his opponent will get 100 
points for eating the first blue monster, and the player 



117 



win get 200 (or more) points for eating subsequent blue 
monsters. 

Head-to-Head PAC-MAN is a fascinating game. The 
competitive factor of trying to outwit a human oppo- 
nent, I believe, makes the game particularly interest- 
ing. 

Eat & Run® PAC-MAN 

Eat & Run PAC-MAN is an intriguing variation in 
which the game begins with PAC-MAN in the center 
box. The "door" to the box is opened and the player 
leaves the box and moves about the board, eating en- 
ergizers (there are no dots in this game), as the mon- 
sters chase PAC-MAN. The player must avoid the mon- 
sters and return safely to the center box, the door to 
which opens at random intervals. If the player eats no 
energizers, the door to the center box does not open. 
Initially the player is awarded 100 points for the first 
energizer eaten, 200 points for the second, 400 for the 
third, and 800 for the final energizer. If the player does 
not return safely to the center box, he gets no points, 
regardless of the number of energizers eaten. 

Strategy 

The value of eaten energizers increases as the player 
makes successful runs. As shown on the next page, the 
player receives 200, 400, 800, and 1,600 points respec- 
tively for the first through fourth energizers eaten, 
after he has made four successful runs. The points 
awarded increase further after eight successful runs, 
twelve runs, and finally sixteen rims. 

Because of this scoring pattern, the player should 
try to make as many successful runs as possible so he 
will be able to progress to the higher point values. Thus, 
in the early stages of the game, it is to the player's 



118 



Figure 10 

Eat & Run PAC-MAN® 
Points Awarded After Energizere Are Eaten 





First 


Second 


Third 


Fourth 


During first 










4 runs 


100 


200 


400 


800 


After 4 suc- 










cessful runs 


200 


400 


800 


1,600 


After 8 suc- 










cessful runs 


300 


600 


1,000 


2,400 


After 12 suc- 










cessfal runs 


400 


800 


1,600 


3,200 


After 16 suc- 










cessful runs 


500 


1,000 


2,000 


4,000 



benefit to eat just one energizer and return to the center 
box, completing a successful run, rather than risking 
the eating of additional energizers and being caught 
' by the monsters. 

With a few hours of experimentation, the player 
should be able to develop patterns of movements, as in 
the conventional PAC-MAN game, for each run. In the 
earlier runs, the player is able to eat El, which is clos- 
est to the door of the center box, and return safely. In 
later runs, the safest energizer is not El, even though 
a greater distance must be traveled. 



119 



14 



IMPROVISING AT 
PAC-MAN® AND 
GENERAL TIPS 



The ability to improvise at PAC-MAN is essential, even 
to those with a knowledge of the patterns. This is be- 
cause the player inevitably will make errors and will 
need to play without a pattern to complete boards. 



Escaping the Monsters 

An important skill in improvising is to be able to 
escape being eaten by the monsters. There are several 
evasive actions that will help avoid being eaten: 

]. Turning Comers 

On a straightaway, some of the monsters travel 
faster than PAC-MAN and thus will catch PAC-MAN. 
However, PAC-MAN goes faster than the monsters on 
turns. Thus if you are being pursued closely, make a 
number of quick turns and you will stay ahead of the 
pursuing monsters. 

PAC-MAN also travels faster on a path without dots 
than on a path with dots — as if eating dots requires 
some of PAC-MAN's time. Thus when closely pursued, 
PAC-MAN stands a better chance of outrunning the 
monsters in paths without dots. 



120 



2. Using the Tunnels 

You can also pick up speed on the monsters by going 
through the tunnels. This is particularly true if you 
make one or more reverse flicks as you enter the tunnel. 
These flicks (a sort of fake aggression as you "pretend" 
to go toward the monsters and then suddenly turn back) 
will often either (1) make the monsters slow down, or, 
particularly in the case of the light-blue and pink mon- 
sters, (2) make the monsters back off and not enter the 
tunnel in pursuit of you. 

The orange monster often will back off and retreat 
when located near the exit side of the tunnel. Thus if 
you are being pursued through the tunnel and see the 
orange monster near the exit, do not back into the tun- 
nel again — and thus probably into the pursuing mon- 
ster(s) — until you are sure that the orange monster 
will not back off. 

When being pursued by the red monster and consid- 
ering entering a tunnel, make sure the light-blue and 
pink monsters are not near the exit side of the tunnel. 
These two monsters have a proclivity for entering the 
tunnel on their own, thus sandwiching the player be- 
tween them and the pursuing red monster. 

3. Fakes 

When being pureued, you can sometimes make a 
quick turn toward the pursuing monster and cause it 
to veer away — if there is a convenient intersection be- 
tween you and the monster. This is particularly true 
of the light-blue monster, who is aptly named "Bashful" 
because of his tendency to back off when threatened by 
PAC-MAN. 

4. Dangerous and Safer Paths 

The player is quite susceptible to being eaten in the 
southernmost long horizontal channel and in the cor- 
ners. This is because monsters can enter these areas 



121 



from more than one direction and surround PAC-MAN. 
Try to avoid these areas when "on, the run." 

The player is generally safest in the center channels 
and in the two "S" channels above the center channel. 
Note that the monsters will never enter the "S" chan- 
nels at Point A in Figure 11 (unless they are blue and 
therefore harmless). Thus a PAC-MAN "hiding" in the 
"S" channels may never be attacked from the south — 
only from the north. This is why the "S" channels are 
excellent places to take a breather when in a tight jam. 

The good improviser can lead the monsters around 
the center channels and the "S" channels for minutes 

Figure 11 

PAC-MAN® Layout— Improvising Points 









•1 


I- 


J: 


i_ 


J: 




• • » « • 








* • ■ « • 






;[ 




* 






» m m r m 

:r 




■ « » 


1^ 


■ • • • • 
— i: 



122 



without being eaten — with an occasional escape into 
the tunnels. 

Other good resting places are at Bl and B2 in Figure 
11. The monsters never enter these channels from the 
south. Thus if you are being closely pursued below 
Point Bl or B2, move northward into the channel and 
you will find temporary safety. 

Hustling PAC-MAN 

The betting PAC-MAN player who is being observed 
by a potential "mark" (though I am not encouraging 
betting) would do well not to expose his knowledge of 
patterns, and should play a "fairly good" improvisa- 
tional game. The best times to improvise are during 
the boards with long blue times (such as during the 
early boards and the 1st pineapple of the Fast Game), 
This is because, if the player gets in a jam, he can seek 
out an energizer and will have a longer time to recover. 

During a game in which bets are involved, the player 
is advised to attempt to vary his pattern. This may 
keep the other player from observing board after board 
of your basic pattern and memorizing it for use against 
you. The player might consider alternating between 
the PK and P4 patterns during the middle boards. 

Some time ago, the owner of a Las Vegas Strip casino 
wouldn't let me play blackjack in his place as I usually 
do. He did, however, bet me dinner for two in a contest 
at a PAC-MAN machine there. Even though I beat him 
by only a few thousand points, I couldn't get him to 
play me for higher stakes after the first game. I must 
have played too confidently. 

Can PAC-MAN Be Beaten? 

People watching me play often ask, "Are you beating 
the machine?" The answer to this is "No" since, like 



123 



death and taxes, the end of the game muat inevitably 
come. The exception to this rule might occur when, hke 
my San Francisco friend Raymond, you amass such a 
huge score that you walk away from the machine in 
midgame out of sheer boredom or fatigue. That might 
be considered a victory over PAC-MAN — that is, you 
have played all you wanted for your quarter and choose 
to do something else. 



GENERAL TIPS 

It's only an arcade game. Yet PAC-MAN seems to 
require physical and psychological preparations— just 
as the top chess masters often exercise before important 
matches. Here are some tips that will help the player 
perform better at PAC-MAN. 

Concentration is highly important. When playing, 
think only of your PAC-MAN game. Be aware in ad- 
vance what moves the pattern will require. Do not be 
distracted. Do not talk to others or check out the player 
next to you. Many, many PAC-MAN players have told 
me that they have been approached by someone with 
a question, or just a greeting, only to be eaten almost 
immediately thereafter. This has also happened to me 
on many occasions. 

I cannot play PAC-MAN well when tired, hung over, 
or just not up for it. 

The quality of the machine is important. All too 
many machines have loose joysticks. Some have the 
annoying habit of reversing directions without being 
instructed to do so. Newer machines with clean screens 
provide the best games. 

When I play an important game, I bend both my 
knees when playing. This seems to force me into greater 
attention — it stops me from getting too relaxed. 

It's really hard to play well when drinking. PAC- 



124 



MAN would make an excellent coordination test for 
alleged drunk drivers. Some of my dreadful games have 
occurred after I had downed four or five martinis. 

The Last Resort 

If you find that you are playing under less than ideal 
conditions and are losing to players you feel you should 
beat, there are a lot of really good excuses you can use. 
I've heard many of these over and over again. Here are 
a few to start with: 

"The glare on this machine's impossible! You can't 
even see the board!" 

"This knob's too loose. There's no way to control the 
game." 

"I pushed the knob up and the damn PAC-MAN went 
down. There must be a loose connection here." ^ 

"Please don't talk to me when I'm playing. See what 
you made me do?" 

"My shirt's too tight. The blood can't get to my 
brain!" 

"I was just experimenting — not playing for score. 
Got an idea about a new pattern." 

"Whatta hangover. Wish I had some oxygen." 
"Did you see that lady who just walked in? Wow!" 
"Who stepped on my foot?" 
"My hand's sweaty. Lost the knob.** 

With the knowledge of the patterns in this book, plus 
use of the improvisational tips, the reader should be 
able to join the ranks of the PAC-Masters — the very 
best PAC-MAN players in the nation. Of course, as 
more and more players become proficient, competition 
will get tougher — but it's still early and there's plenty 
of time to excel at the game. 

Good luck to you!!! 



125 



15 



DEVELOPING PATTERNS 
FOR CHANGING CHIPS 



Already the manufacturer is starting to take counter- 
measures as players are becoming more and more 
adroit at PAC-MAN. As I've mentioned, there are 
games where the player is given only two men to play 
with (San Francisco) or the player is awarded an extra 
man after 15,000 rather than 10,000 points (several 
arcades on the East Coast). There is also increasing use 
of the Fast Game (nearly everywhere in California and 
Oregon). 

Worse yet for the players, the manufacturer has 
come up with more serious countermeasures. The pro- 
gramming of the machine has been changed to foil the 
use of some of the existing patterns. 

The PAC-MAN program is contained in a little mi- 
croelectronic device called a "chip." The chip is tiny, 
smaller than your fingertip, but the thousands of com- 
puter instructions necessary to create a PAC-MAN 
game are miniaturized in this simple chip. The man- 
ufacturer has now come up with new chips in which 
the patterns previously presented do not work. Most 
readers will not be affected, however, since the vast 
m^ority of PAC-MAN machines in this country utilize 
the original chip. 

In any case, for every countermeasure there's a 
counter-countermeasure. Experimenting with one of 
the new chips (I'll call it the Atlantic City Chip), I've 
found that Pattern P2 works well for the first board. 
The second board can be handled with a variation of 
P4 (in Chart 1, before eating the fruit, eat the dots in 



126 



the "S" channels from right to left rather than left to 
right). 

For subsequent boards, there's a pattern (developed . 
by Bob Squillace of Playboy) which is called the "Two- 
Dot Pattern" because it leaves pairs of dots in various ■ . 
.parts of the board. For interested Atlantic City players, 
this pattern is shown in Figure 12. The pattern works 
for the same boards as does PK on the original chip — 
that is, for the third through the eleventh boards. 

Notes on the Two-Dot Pattern 

Point A in Chart 3. Hesitate slightly to make sure 
that the red monster follows you into the right "S" 
channel. 

Point B in Chart 3. Sometimes the player will not 
be able to go east to E2. When blocked, eat El and then 
progress to E2 and continue as indicated on Chart 4. 

Orange Boards. Be conservative in eating blue mon- 
sters. The blue time is noticeably shorter with the new 
chip. 

The Manhattan Chip 

I've spotted the use of another chip in numerous 
locations. I'll call it the "Manhattan Chip" because it's 
in several New York City arcades. 

It can be identified, as is the case for all chips, by 
watching the test pattern. PAC-MAN eats the ener- 
gizer in E4, eats El, and is finally eaten by the blue 
monster just above the center box. Here's how to beat 
this chip; 

Board 1. Start with pattern PI, but be prepared to 
vary. You should have no trouble getting through this 
board because the monsters move so slowly. 

Board 2. A P2 start works. Aftei* you hit E4, you'll 
eat two or three monsters. Then go to the northern part 



127 



of the board and improvise your way through this rel- 
atively simple board. 

Boards 3 and 4. As in the Atlantic City pattern, use 
a variation of P4. When you get to the "S" channels 
from the south, go up the right one first, and return 
south to the center through the left "S" channel (see 
P4, Chart 1). Then go down the right side of the center 
and move westward to the lower left-hand comer of the 
board. At that point, merely follow P4, which will take 
you through these two boards without problem. 

Board 5 (the first apple) through the third key. Use 
P4 — it works just as well as in the conventional games. 

If you encounter a chip with which you're unfamiliar, 
improvise through the first two to four boards. Then 
experiment with patterns you know. 

P4 is more versatile than PK, that is, it can be used 
for a variety of chips. How will you know when this P4 
variation is required? You can tell almost automati- 
cally. If PAC-MAN looks like he's going to be eaten in 
the left "S" channel, or just after he emerges from the 
left "S" channel (he's usually threatened by the red 
monster coming across the top from right to left), go up 
the right "S" channel — you have plenty of time to make 
that decision. 

A final note in pattern development: Note that there 
are common sequences in the patterns in this book. 
These sequences can often be inserted into new pat- 
terns. 

Some of the most commonly used sequences: 

1. Go down to the lower left comer as all four mon- 
sters follow. Then go north just to the right of center 
(this is done in PK and P4). 

2. Make a counterclockwise square around the board 
(this is done in P4). It's an efficient and frequently 
applicable approach to eating many dots in a short pe- 
riod of time. 

3. Eat the dots juat below the center channel as in 



128 



the sequence of pattern P4. This is often usable in early 
boards of new chips. 

The only machines I've seen that can't be beaten by 
a pattern are the ones where the monsters move ran- 
domly. For some reason, these chips are rarely en- 
countered except in MS. PAC-MAN. I wonder if this is 
an electronic hint that eventually women will rule the 
world. 

How to Develop Patterns 
for New Chips 

In the event that the manufacturer prepares addi- 
tional chips in the future, the player can utilize coun- 
termeasures of his own by learning how to develop pat- 
terns. This section is devoted to the development of that 
skill. 

In the battle of players versus computers (or really 
versus the programmers who tell the computers what 
to do), we players have the edge. This is because the 
computers must do what they are told to do. Even 
though it may sometimes appear otherwise, computers 
do not think for themselves. We players, on the other 
hand, can experiment and vary our play as we see fit. 

After studying the new PAC-MAN chip, it seems 
safe to say that the basic characteristics of the game 
will remain the same in any future chips that may be 
developed. If this is true, we players will be able to 
develop patterns for any chip we encounter. Let's ex- 
amine some of the basic characteristics of the game. 

J. The Monsters Have Personalities 

Each of the four monsters behaves in a different, and 
often predictable, way. 

"Shadow," the red monster, is so named because he 



129 



generally follows PAC-MAN. While this is annoying, 
the player can use this knowledge to advantage by pre- 
dicting where Shadow will move. Further, PAC-MAN 
can outrun Shadow every time, as long as he turns 
enough comers. The faster monsters can beat PAC- 
MAN on the straightaways, but PAC-MAN will stay 
ahead of all four monsters if he turns often enough. 

"Pokey," the orange monster, is a delight. Not only 
is he slow, but he invariably seems to do the wrong 
thing. When PAC-MAN heads for E3 from the south, 
for example, Pokey, when following, will invariably go 
right by, as if he just isn't capable of following well. 

"Bashful," the light-blue monster, is also aptly 
named. If PAC-MAN turns to make a threatening move 
toward Bashful, Bashful will often run away, turning 
into an intersection if one is available. 

Bashful has one annoying habit. He tends to enter 
the tunnel all by himself. When he does this, and you 
have already entered the tunnel from the other end, 
Bashful may get you there. The player must make sure 
that Bashful is not entering the opposite end of the 
tunnel (or is anywhere near the tunnel's entrance) be- 
fore committing PAC-MAN to the tunnel. 

"Speedy," the pink monster, is fast and can outnm 
PAC-MAN (unless enough comers are turned). Speedy 
likes to go through the left tunnel, a proclivity which 
we can use to our advantage (as we do at Point B in 
Chart 4 of Pattern P4). 

2. The Monsters Have Corners 

Each of the monsters has a "home" comer. Shadow 
hangs out in Quadrant 2 — and he's always the first 
one out of the center box at the beginning of each board. 
Pokey runs toward Quadrant 3. Bashful, the second 
monster out of the center box, goes to Quadrant 1, and 
Speedy goes to Quadrant 4. 

During each board, there are times when the mon- 



130 



sters are instructed to go to their comers. They atop 
following PAC-MAN, appear to break up with a sudden 
movement, and head to their respective comers. This 
is a great opportunity to use a pattern where PAC- 
MAN eats stray dots isolated from the protection of the 
energizera — a time to do "clean-up work." 

3. The Monsters Respond to Eneigizei Hits 

Notice that when PAC-MAN hits an energizer, the 
movement of the monsters changes. Sometimes PAC- 
MAN can hover around an energizer waiting for ap- 
proaching monsters, hit the energizer, and know ex- 
actly what direction to go in order to eat the monster. 

If the monsters are going through the tunnel, they 
will reverse directions when an energizer is hit. One 
good strategy to use when three monsters have just 
entered, say, the left tunnel is to eat E3, move north 
to the tunnel, and eat the three defenseless blue mon- 
sters who are now returning, left to right, through the 
tunnel. 

4. Other Tips 

When developing a pattern, remember that PAC- 
MAN is most vulnerable in the long southernmost path 
on the board and in the four comers (since he may be 
attacked from different directions). These areas should 
be avoided unless all monsters are a safe distance away 
from PAC-MAN. Patterns should eat up the southern- 
most path as soon as possible during each board, pref- 
erably at the very beginning (as in P2 and the Two-Dot 
Pattern). This is often possible because at the start of 
each board the monsters come out of the center box one 
by one, and PAC-MAN starts in the lower quadrants 
of the board. Note that each monster usually goes to 
his comer when leaving the center box, before engaging 
in pursuit of PAC-MAN. 

131 



Try to get as many "long runs" in each pattern as 
is possible. Notice, in the Two-Dot Pattern, how we first 
make a long run across the southernmost path and then 
a long run up the left side of the board. Later, we make 
another long run up the right side of the board. All this 
eats lots of dots, and the more dots that are eaten early 
in the board, the safer PAC-MAN will be later in the 
board. 

Try to save the energizers for last — they're our 
safety valves. Note how Pattern PK eats all the dots 
except those immediately surrounding the four ener- 
gizers. This is why PK is one of the safest patterns to 
execute — it saves the '"best for last." 

Above all, when developing patterns, don't get in- 
timidated. Remember that no matter what chip is used, 
those monsters will always move the same way in a 
given board, as long as your timing is consistent. Note 
that once you develop a pattern for the third board of 
the Fast Game, this pattern should be usable for about 
ten more boards. Thus against any chip, once that basic 
pattern is designed, the player should be able to score 
around 80,000 to 100,000. , 

Prediction 

Someday, someone might be motivated to write a 
computer program to construct patterns against any 
chip that is used. Then the manufacturer might be in- 
spired to design a chip that will alter monster behavior 
once trends in the player's patterns are picked up. Then 
the player-programmer could input this information in 
turn and come up with continually changing patterns. 

Although I must admit that all this is unlikely, 
there's really no knowing where this battle between 
the big companies and the players may lead. Sort of 
reminds me of the blackjack battle. 

Welcome to the electronic age! 



132 



Figure 12 

THE TWO-DOT PATTERN 
for the Atlantic City Chip 




133 




134 




135 




136 



16 

PAC-MAN® (ATARI®) 



Evaluation 

Players used to the eircade PAC-MAN game, who 
expect the same level of graphics and other features, 
will be disappointed with the home game. However, 
taken on its own merits, this cartridge is fun to play 
and, within the confines of limited computer memory, 
the game designers have done a good job of making the 
country's most popular video game available to millions 
of homes in America (and elsewhere). 

Number of Players 1 or 2 



General Objective 

1. To eat dashes (not dots) in a maze, avoiding pur- 
suing ghosts (not monsters). 

2. Also, to eat the ghosts when they're vulnerable 
and, if convenient, to eat a high-valued symbol that 
periodically appears on the board. 



Scenario 

You are PAC-MAN, a little yellow quasi-circle trav- 
eling through a maze eating dashes in your path, pur- 



137 



sued by four ghosts. If any of the ghosts even touc 
you, it's all over. 

As in the arcade game, there are four energizers 
(called power pills, although I'll stick to the term "en- 
ergizers") in each comer of the board. If PAC-MAN hits 
an energizer, the ghosts are rendered helpless and 
PAC-MAN can "eat" them in turn, amassing points for 
the player and making the ghosts disappear for a while. 

If the player eats all the dashes on the board, he's 
rewarded with another board, more difficult to com- 
plete. 



The Board 

The board consists of 43 barriers that form mazelike 
paths, in which are located 126 dashes. In the center 
. of the board is a box, out of which emerge the four 
ghosts. The four energizers are located in each of the 
comers, and there are two exits to a tunnel, one on the 
bottom of the board and one on the top, through which 
either PAC-MAN or the ghosts may go. 



Board Differences fiom the Arcade Game 

1. The board layout is less varied. All the dividers 
are either L-shaped (right-side up, upside-down, or 
sideways) or bars. As a result, the board resembles a 
series of rectangles with a bar in the middle. 

2. The board is not as complicated. It has 126 dashes, 
while the arcade version has almost twice as many 
(240) dots. 

3. In the arcade game, the tunnel entrances are at 
the right and left side of the board, rather than at the 
top or bottom, an insignificant difference. 



138 



§ 

CQ 



Ob § 




139 



Controls 



^ This is where arcade PAC-MAN players will be the 
most disappointed. The player must use two hands to 
play PAC-MAN at home — one to hold the joystick and 
the other to maneuver it (in the arcade, only one hand 
is needed because the joystick is mounted on the con- 
sole). 

It's virtually impossible to maneuver PAC-MAN at 
home with arcade accuracy. Because PAC-MAN re- 
quires extremely delicate timing and consistent and 
accurate movement, the home game joystick is ex- 
tremely frustrating. It's the rare player who will be 
able to maneuver PAC-MAN through a series of boards 
in exactly the same way, without losing time on the 
turns. 

For those of you who are really dedicated, there's a 
solution. Construct a joystick holder (I wouldn't be sur- • 
prised if some enterprising inventor comes out with f 
this before long). I'd suggest buying a cheap, old, sturdy 
table with a thick wooden top. Hammer four pieces of 
wood into a square into which your joystick base will 
fit. Pack it tight with foam rubber (even rags will do). 
Now the joystick is immobilized and can be operated 
with far greater accuracy (not only for PAC-MAN, but 
for other games). 

To make the joystick really tight, pour in some epo^ 
around the edges of the joystick, filling in the tiny gaps 
between it and the side of the square in the table. The 
only risk is if your joystick breaks; it's a real pain to 
remove it from your homemade PAC-MAN console and 
replace it with another one (and they do break ojice in 
a while). 

To the truly dedicated PAC-MAN player, however, 



140 



this is a small price to pay to avoid inaccurately exe- 
cuted patterns and "blown" boards. 



Facts You Should Know 

Patterns 

The fact of greatest interest to many of you is 
whether patterns which consistently clear boards can 
be developed for home PAC-MAN. There's good news 
and bad news: 

1. The good news — definitely so. In fact, Fve in- 
cluded a pattern in the next section as well as a "board 
starter" to get you going on developing your own pat- 
terns for the home variations. 

2. The bad news — to work the patterns consistently, 
it's necessary to devote considerable time to stabilizing 
the joystick. You might consider going through the car- 
pentry nimiber I described earlier. I've tried lots of 
things, such as placing the joystick between my legs 
for support, stabilizing it under both my feet, and even, 
would you believe, cradling it between my toes. If you 
come up with an alternative that works for you, let me 
know (Box 8080, Walnut Creek, CA 94596). 

Differences from the Arcade Game 

There are a number of differences. Some are trivial 
and others have a significant effect on strategy. 

1. PAC-MAN looks less healthy and less friendly. 
He's a pale yellow fellow. His mouth, instead of being 
a smiling wedge, more closely resembles an intimidat- 
ing rectangular gap. 

2. PAC-MAN only looks where he's going when he's 
moving to the left or right. When moving vertically, he 
travels sideways. 



141 



3. When PAC-MAN gobbles dots, a sound resem- 
bling the low note on an electronic piano is played' 
When PAC-MAN eats a ghost, a popping sound, not 
unlike the old pong-game noise, is generated. 

4. The ghosts are all the same whitish color. Because 
ghosts flash sequentially, it looks like they're jumping 
back and forth from one location to another on the 
board, which is quite confusing. 

5. When PAC-MAN eats an energizer, the ghosts 
turn a pale blue, as do the uneaten energizers, and are 
difficult to distinguish because the background of the 
board is also blue. When the ghosts are vulnerable, a 
high-pitched harplike sound is generated (it reminds 
me of the sound effects in the heaven scenes in old 
movies). When the ghosts are eaten, their eyes return 
to the center box for reincarnation, but there's no in- 
dication on the board of points awarded, as in the arcade 
game. 

6. The game has a health orientation. The energiz- 
ers are called "power pills" and the sjrmbol in the center 
of the board (called a "fruit" by most arcadians) is re- 
ferred to £18 a "vitamin." 

The vitamin is always the same shape, a pink rec- 
tangle with a smaller white rectangle inside it. It's 
always worth the same bonus, 100 points; fruits in the 
arcade game award bonuses varying from 100 to 5,000 
points. 

7. The game has more difficult features, both defen- 
sively and offensively: PAC-MAN meets his demise if 
merely brushed by a ghost; in the arcade game, close 
calls are tolerated. PAC-MAN must totally engulf a 
dash to ensure that it's eaten. Notice how PAC-MAN's 
mouth is the same shape as a dash. There are times 
when the player will think he's eaten a dash, partic- 
ularly when reversing directions, only to find that 
PAC-MAN's mouth was open when the dash was en- 
countered, and the dash was not actually touched and 
remained on the board. 



142 



8. The player is given more men. Each player starts 
with four men (versus three in most arcade games) and 
is awarded an extra man with each board completed 
(versus only one extra man, usually at 10,000 points 
in the arcades). 

Game Variations 

The cartridge basically contains one PAC-MAN 
game — the board always has the same configuration 
and the overall rules do not vary. However, PAC-MAN 
may be set to move either at a slow or fast speed, and 
the ghosts may move in one of four speeds. This, in 
combination, gives the player eight game settings, as 
follows: 



Game # 


Speed of PAC-MAN 


Speed of Ghosts 


1 


Slow 


Jogging 


2 


Slow 


Running 


3 


Fast 


Crawling 


4 


Fast 


Walking 


5 


Fast 


Jogging 


6 


Fast 


Running 


7 


Slow 


Crawling 


8 


Slow 


Walking 



The ghosts move very slowly and are easily avoided 
in games #3 and #7, which are recommended for chil- 
dren and novices. Each of these games may be played 
with either one player or two players. 

The skill level for each of the eight games may be 
set at easy (switch "a") or difficult (switch "b"). In the 
more difficult "a" games, the ghosts remain in their 
blue state for shorter periods, and the vitamins don't 
remain on the board as long. 



143 



Scoring 



The minimum number of points per board is 146 
points, 126 points for eating the dashea and 20 points 
for the four energizera. 

The maximum per board is 1,546 points, a goal rarely 
achieved because it requires eating all four ghosts four 
times, Eifter each energizer is hit, and eating the vi- 
tamin twice (sometimes the vitamin appears twice per 
board; sometimes once). As in the arcade game, the 
bonus for eating the third and fourth ghost after an 
energizer is hit is quite high, relative to the overall 
scoring of the game. 

Point values in about all cases are equal to one tenth 
of those in arcade games, as follows: 



Points Awarded 
Home Game Arcade Gam£ 



Eating a dash (dot) 
Eating an energizer 
Eating the 1st ghost 
(monster) after an 
energizer is hit 
Eating the 2nd ghost 
Eating the 3rd ghost 
Eating the 4th ghost 
Eating the vitamin 
(symbol) 



1 10 

5 50 

20 200 

40 400 

80 800 

160 1,600 

100 100 to 5,000 



To give you an idea of how well you're doing, use 
the following guide: 



144 



Home Game Arcade Game 



Novice 
Average 
Good 
Expert 



100 to 300 

700 to 1,200 
3,000 to 7,000 
10,000 to 70,000 



1,000 to 3,000 
7,000 to 12,000 
30,000 to 70,000 
100,000 to 700,000 



There is great variation in the difficulty of the home 
game, depending upon the game selected and the dif- 
ficulty level setting. The above home game scores are 
applicable for game #1, which seems to be more com- 
parable to the average arcade game (arcade game speed 
settings also vary). 



The Grip Assuming you don't build the PAC-table 
I referred to earlier, here are some tips on how to hold 
the joystick. 

If you're right-handed, you'll probably find it easiest 
to hold the joystick firmly with your left hand wrapped 
firmly around the base of the joystick. There are two 
alternative ways to grasp the stick itself with the right 
hand that seem to work best: 

1. Hold the stick at its base with the thumb, index, 
and middle fingers. 

2. Hold the stick lightly at the very top, with the 
tips of the thumb, index finger, and middle finger. I 
find this grip gives the best control, especially while 
negotiating a series of turns in rapid succession. 



Strategies 



Beginning Stiaiegy 



145 



Familiarization with the Game 



If you're a novice, start with game #3. Initially, you 
should become familiar with: 

1. The joystick, so that you can move it instinctively 
in each of the four directions. 

2. The board. After a dozen games or so, you will 
become quite familiar with the layout of the board. You 
will know almost subconsciously the locations of the 
tunnel entrances, the energizers, and the entrance and 
exit paths to the various rectangles. 

Playing the Game 

The arcade strategy of starting at the bottom of the 
board doesn't work here. This is because in the arcade 
game, several monsters head north at the start of every 
board, regardless of the movement of PAC-MAN. In 
the home game, the ghosts vary their paths far more 
noticeably, depending upon the movement of PAC- 
MAN. 

The energizers are safety valves, for use when PAC- 
MAN is jeopardized by closely pursuing ghosts. Try to 
clear as many dashes as possible before hitting ener- 
gizers. But don't risk getting eaten to do this. If you're 
in a tight jam, head for an energizer and eat a ghost 
or two. 

As soon as the harplike sound stops, forget about 
chasing ghosts. They've become aggressors once again. 

Use the tunnels to evade closely pursuing ghosts. On 
many occasions, you will find the ghosts do NOT follow 
you through the tunnel, giving you plenty of breathing 
time to eat more dashes. Obviously, check out the other 
side of the tunnel before entering it to make sure you 
won't be trapped when emerging on the other side. 



1^ 



Your ultimate goal (although you won't achieve it 
with regularity unless you're very proficient) ia to get 
to the point where all that's left on the board are en- 
ergizers and surrounding dashes. Then all you must do 
is head for each energizer in turn and eat it, the nearby 
dashes, and a ghost or two, as they turn helplessly blue. 
Try for the vitamin — 100 points is an important bo- 
nus — but don't jeopardize PAC-MAN to do so. 

If you're able to clear the first board, you will get a 
score of at least 146 points, and more likely you'll rack 
up 300 to 400 points, depending on how many ghosts 
you gobbled up. 

Advanced Strategy 

Home Game Pattern for Gam£ #1 As I mentioned 
before, patterns can be developed for home PAC-MAN. 
To give you an idea of how the home patterns work, 
Exhibit 1 contains the pattern for getting through the 
first board of game #1. 



147 



Even with knowledge of this pattern, you will not 
find it easy getting through the board because of the 
controls, which do not permit tight, accurate turning. 
Wrong turns, delays, and other errors will inevitably 
creep- into your play. For this reason, it's essential for 
the home game PAC-MAN player to stabilize the joy- 
stick. 

Begin moving PAC-MAN immediately at the start 
of the game. Don't lose even a fraction of a second, 
which is challenging in and of itself, since to start the 
game you must take one of your hands off the joystick 
to press the reset button on the console. 

When PAC-MAN starts moving, anticipate each 
turn in the pattern. Since the computer works in hun- 
dredths of a second (or less), and we work in tenths of 
a second (or more), delays which we won't perceive will 
alter the movement of the ghosts. You must anticipate 
each turn and move the joystick in that direction before 
PAC-MAN reaches the intersection. This will ensure 
that PAC-MAN makes the turns instantaneously. Be 
careful though — if you anticipate prematurely, PAC- 
MAN may turn too early — blowing the pattern. 



Developing Your Own Patterns 

In experimenting with PAC-MAN patterns in the 
home game, you have two large advantages: 

1. You're not putting quarters into the machine, so 
your experimentation isn't costing you anything. 

2. After losing a man, you can reset the board back 
to the beginning. Just hit the reset button on the con- 
sole. Forget about the other men until you've got the 
pattern down correctly. 

It's not hard to develop your own patterns. As you 
experiment: 

— try to use long runs, which clear many dashes 
quickly. 



152 



—try to leave the energizers alone as long as pos- 
sible. 

— to the extent possible, avoid a quick series of tight 
turns, because the controls make these maneuvers far 
more susceptible to operator error. 

— use the tunnels frequently to get away from the 
ghosts and to get breathing time to eat more dashes. 

To assist you in developing patterns, I've included 
the beginning of another pattern (Exhibit 2), which can 
be used to construct patterns for several of the home 
game variations. You'll find that between the patterns 
in Exhibit 1 and 2, you may begin clearing each of the 
eight boards, as outlined in Exhibit 3. 

Now you've got a start. The rest is up to you! 



153 



12: 
o 



□ 

I 




154 




155 



Exhibit 3 



Game Start of Pattern 

Variation 

1 Pattern in Exhibit 1 works all the way 
through, if executed with no delays, for 
skill level 'lb." 

For level "a," Exhibit 1, Chart 1, works. 

2 Exhibit 2, Charts 1 and 2. 

3 The easiest variation and thus one 
where experimentation should begin for 
the novice. 

Exhibit 1, Chart 1, works through point 
A. When point A is reached, head south 
as far as possible and then west, going 
south through the bottom tunnel. 

4 Exhibit 1, Chart 1, through point A. 
Then go south and west and through the 
lower tunnel. 

5 Exhibit 1, Chart 1, works all the way 
through, with no timing delays. 

6 Exhibit 2, Charts 1 and 2. 

7 Exhibit 2, Chart 1. 

8 Exhibit 1, Chart 1, through point A. 
Then go south and west and through the 
lower tunnel. 

Note: The pattern charts apply equally to either skill 
level for game variations 2 through 8. Skill level set- 
tings affect only the length of blue ghost time. The 
pattern in Exhibit 1 does not work for game #1, in level 
"a," because the ghosts return to their aggressive states 
earlier. 



156 



ABOUT THE AUTHOR 



Ken Uston is widely known as the foremost blackjack player 
in the world. He has been featured on 60 Minutes (February 
and May 1981), the Today show, Good Morning, America, 
The Tom Snyder Show, The Mike Douglas Show, That's My 
Line, and To Tell the Truth. Feature articles about him have 
been included in The New York Times Magazine (cover story), 
Time, Newsweek, Sports Illustrated, People, Money, US and 
countless other periodicals. 

Ken is no stranger to teaching methods. He has written 
five books, including the recently published Score: Beating 
the Top 16 Video Games (for arcade players) and is hard at 
work on a sixth called How to Buy and Beat the Home Video 
Games (for home video enthusiasts). Mastering? AC -MAN,® 
has been listed on The New York Times Best Seller list. His 
best-selling book on blackjack, Million Dollar Blackjack, has 
been acclaimed as "the most complete book ever written on 
the game of blackjack" {Boardwalker Magazine). His first 
book, an autobiography entitled The Big Player, is being 
made into a major motion picture. 

■ Ken is a Phi Beta Kappa Bachelor of Arts in Economics 
from Yale University and an MBA From Harvard University, 
and has been teaching blackjack around the world for the 
past five years. He has been Senior Vice-President of the 
Pacific Stock Exchange, Director of Operations Research for 
the Southern New England Telephone Company, and a con- 
sultant for Cresap, McCormick and Paget, and has also 
taught several courses in Business Management at Quinni- 
piac College in Hamden, Connecticut. 

As Ken puts it, "Mathematical and logic challenges of all 
kinds have always been of interest to me, whether it's com- 
puter programming, probability analyses, bridge, blackjack, 
PAC-MAN or the other video games." 



157 



HERE'S A VIDEO MANIACS DREAM 



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BEAnNGTHETOP 
as VIDEO GAMES 

KffxIUSIDN 

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You'll find important tips on everything from pre-play 
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THESE VIDEO GAMES ARE ALLTRADEMARKS OF THEIR RESPECTIVE MANUFACTURERS 

This book has been neither authorized nor endorsed by any of the man- 
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Buy them at your local bookstore or use this convenient coupon for 

ordering. 

THE NEW/ AMERICAN LIBRARY, INC. 

P.O. Box 999, Bergenfield, New Jersey 07621 

Please send me ^ paperback copies of SCORE! BEATING THE TOP 

16 VIDEO GAMES (=f/KE 1813 — $2.50). I am enclosing $ . 

(Please add $1.00 to this order to cover postage and handling). Send 
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KEN USTON'S NEWSLETTER ON 

VIDEO GAMES 



KEEP UP-TO-DATE ON NEW GAMES, 
NEW DEVELOPMENTS, NEW HIGH SCORES, 
AND NEW PLAYING TIPS 
WITH KEN USTON. 

Get this fact-packed fun-to-read monthly newsletter 
and keep in top scoring position on Home Video 
Games and Arcade Games. 

DESCRiPTIONS and RATINGS of new 
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The NEW GAMES that are most fun to play— 
they're coming out in droves! 

TIPS on how to extend your playing time and 
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READERS' VIEWS, tips, and secrets about 
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ACT TODAY and take advantage of the special 
introductory charter member rate of $9.95 for 

one year's subscription to 
KEN USTON'S NEWSLETTER ON VIDEO GAMES. 

Please allow at least 8 weeks for delivery. 
Offer subject to change or withdrawal wittiout notice. 



Send your order tO: 

The New ftmerican Ubrary 

P.O. Box 999 

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Make check or money order payable tO: 

The New American Library, Inc. 



Name„ 
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2ip Code. 



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This offer is sutiject to withdrawal without notice. 



THE MONSTERS WILL EAT YOU IF 
YOU DON'T WATCH OUT! 

But if you know just when and where to 
run, you can turn the tables on the terrible 
foursome and catch yourself a feast of blue 
meanies for big points. And here's the 
guide, written by expert game player Ken 
Uston. that can show you the tricks and 
techniques to help you keep PAC-MAN® 
running and scoring through board after 
board of perils and pitfalls. Ail it takes is 
some practice with the game- winning pat- 
terns, and soon you'll be ducking, dodg- 
ing, eating, and scoring with the best of 
them as you learn all about — 

MASTERING 

PACMAir 



KEN USTON is recognized as the foremost black- 
jack player in the world. He has appeared numer- 
ous times on national television, has been written 
up in The New York Times Magazine, Time, News- 
week, People, and countless other periodicals, and 
the story of his life is currently being made into a 
major motion picture. Ken has a B.A. in Economics 
from Yale (Phi Beta Kappa), an M.B.A. from Har- 
vard, and has taught blackjack around the world. 
And, as he himself puts it, "Mathematical and logic 
challenges of all kinds have always been oi inter- 
est to me, whether it's computer programming, 
probability analyses, bridge, blacl^ack, or PAC- 
MAN." 



BE A CHAMP AT THAT A-MAZING GAME— 

PAC-MAN" 



Across the nation, at game arcades, in restaurants, 
bars, and casinos, PAC-MAN is becoming the 
number-one playing attraction, as he whizzes through 

his complex maze hotly pursued by four ravenous 
monsters. How can PAC-MAIS conquer his enemies and 

earn big scores for you, his human ally? All it takes 
is a little practice and the help of game pro Ken Gston's 
expert guide that tells you everything you need to 
know to become a true Pac-Master: 



THE BASIC MOrSSTER-BEATING PATTERNS 

STRATEGIES FOR T HE SLOW GAME 

SPECIAL TIPS FOR THE FAST GAME 

PLAYIM G NEW PUC-ONE'^ 

IMPROVISING AND CREATING 

YOGR OWN P ATTERNS 

HGSTUNG 



PORTABLE PAC-MAN 



HEAD- TO-HEAD PAC-MAN 



EAT-AND-RUN^ 



MAZEMAN"' 



AND OTHER TECHNIQUES FOR 
RGNNING OP TOP SCORES 
BESTSELLIMG AUTHOR KEM OSTOM IS ALSO THE CREATOR OF 

SCORE! BEATING THE TOP 16 VIDEO GAMES, 

AVAILABLE IN A SIGMET EDITION. 








11899 



71162"00250 
ISBN □-M51-llfi'^=^-S